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ATDRL_Melee

Klian edited this page Mar 22, 2023 · 18 revisions

Parent: ATDRL_Weapon


Melee Static Data Structure

The Melee Static Data Structure contains all the important information about the Melee Weapon itself during the game.

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  • AnimMontages: AnimMontage to play, based on the character's movement direction. If there are multiple entries for the same direction, one will be selected randomly.
  • Damage: Base damage to apply when hit
  • Delay: Time to wait before start tracing after the animation started playing
  • TimeWindow: Attack duration (will modify the animation play rate to fit this value + delay)
  • Countdown: Time to wait before another melee attack can be performed
  • Loudness: Noise loudness when attacking (but not hitting)
  • Hit Loudness: Noise loudness when the attack hit something
  • Noise Tag: Noise tag when attacking (used for AI perception)
  • Hit Noise Tag: Noise tag when the attack hit something (used for AI perception)
  • Damage Type: Damage Type to apply
  • Hit VFXs: Hit Effects data table to use for this melee weapon when hit something. The list is based on Physical Materials and it's fully customizable.
  • Use Tag Filter: it's used to filter trace bodies when melee weapon involves multiple bodies attached to different limbs of the character mesh. For example, when attacking with "Fists" you'd want to filter which hand is used for that particular attack. This allow that kind of filtering.

Hit VFXs Data Table

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Damage Bodies

These are Shape components used for melee attack tracing. You'll need to register them to be effective!

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Supported shapes are:

  • Box
  • Sphere
  • Capsule

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Damage Body Attach Socket

You can set a custom socket/bone the collision component will be attached to, once it's equipped, by simply adding a tag to the component with the name of the socket in it.

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Primary Action - Attack

All the logics for the melee attack system are handle through C++ scripting, so you'll just need to handle the start and stop attack functions.

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By default, in this template the Primary Action will trigger the main melee attack, while the Secondary and R actions are free and can be used to introduce new mechanics.

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TraceFilter

When multiple bodies are traced, but you want to filter them based on the animation playing (ATDRL_Fists is an example) you can use UTDRL_AUData_MeleeTraceFilter