Universal Monster
  • Universal Monster v1.4.3
  • Overview
    • Changelog
    • Integrations
      • FPS Multiplayer Template 4.0
      • TPS Multiplayer Pack
      • Survival Game Kit v2
      • Survival Game Kit v1
      • Easy Survival RPG v4.0
      • Horror Engine
  • Features
    • Monsters
      • Character Blueprint
        • BP_UMComponent
        • BPI_UniversalMonster
        • Collision Settings
        • Animation Settings
        • Sound Settings
      • Animation Blueprint
    • Combat System
      • Attacks Array
      • Melee
      • Projectiles
      • Timers
      • Bullets
      • Trace Info
      • Player Attacks
    • Behavior System
      • Behaviors
      • Tasks
        • Wait
        • Animation
        • Move
        • Find
        • Flee
        • Hide
        • Locate
        • Return
        • Chase
        • Maneuver
        • Attack
    • Faction System
    • Group Formations
    • Conditions
    • Data Tables
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  1. Features
  2. Combat System

Trace Info

PreviousBulletsNextPlayer Attacks

Last updated 3 years ago

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Data Table Row: You can store your Trace Info in a data table. One Hit Per Actor?: Should the Trace only damage each individual actor once? Traces Per Second: How often should the Trace occur? Trace For Objects?: Should the Trace be tracing for objects? Trace Objects: The object types to trace for when Trace For Objects is true. Trace By Channel?: Should the Trace be tracing by channel? Trace Channel: The channel to trace when Trace By Channel is true. Trace By Profile?: Should the Trace be tracing by profile? Trace Profile: The profile to use for the trace when Trace By Profile is true. Trace Complex?: Should the trace check for complex collision? Ignore Self?: Should the trace ignore the object that is doing the trace? Classes To Ignore: Array of classes that should not trigger hit results. Pass Through Friends?: Should the trace continue when it hits an actor with a friendly state? Damage Friends?: Should the trace return a hit result when it hits an actor with a friendly state? Friendly States: Array of faction reputation states to consider friendly. Pass Through Environment?: Should the trace continue when it hits an actor that is considered an environment object? Damage Environment?: Should the trace return a hit result when it hits an actor that is considered an environment object? Environment Objects: Array of object types to consider as environment objects.