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Armor System

4
  • Add new Slots in ArmorBar
  • Adding new ArmorInstance
  • Is it compatible with metahumans?
  • How is the armor system made?

Burn System

3
  • Adding new fuel item
  • Adding New Cookable Item
  • How was the Burn System made?

Combat System

2
  • New Weapon Melee 2.0
  • Combo System

Craft System

2
  • Adding New Crafteable ItemDefinition
  • Craft – How does it work?

Gameplay Ability System

2
  • Ways to Spawn Projectiles
  • GAS – How does it work?

Inventory System

2
  • Inventory – How is it developed?
  • How can I use this inventory to another actor?

Interactable System

2
  • Custom Interactable
  • Interactable System – How does it work?

Loot System

2
  • Loot System – How does it work?
  • Loot Actors

Respawn System

2
  • Respawn System – How does it work?
  • ¿Bed?

Team System

2
  • Team How does it work?
  • Invite Team

Weapon System

5
  • Fire Weapons
  • Bow System
  • Melee throwable weapons
  • Wand Weapon
  • Shield / Cover Items

Map System

5
  • Minimap – How to setup?
  • POI System
  • Make a fast MapCapture
  • Big Map – How to setup?
  • What is Big Map?

Node System

1
  • How was the Node System made?

Building System

1
  • How Work Building System?

Enemies System

4
  • Enemies Examples
  • GameplayAbility Death Bot
  • Simple Health Component – Bots Events
  • Simple Controller – Without PlayerState

Locomotion

1
  • Game animation sample

Spawner System

3
  • Actor Spawner Component
  • NPC Spawner Component
  • Spawner Component
  • Home
  • Lyra Inventory Plugin
  • Combat System
  • New Weapon Melee 2.0
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< 1 min read

Lyra offers an excellent example of how to handle ranged weapons.

Projectiles, and an execution skill (like the melee weapon).

What was missing was the ability to accurately and efficiently handle the tracing of melee weapons.

Therefore, the basis of this ability is made in C++

We have developed a ability (similar to weapon Fire), which seeks to cover these needs.

The first thing to do is to configure the trace, for that you must define the SetupMesh function.

Where you must pass a skeletal mesh and some sockets as parameters. (What will be used to trace the sphere)

Afther that, we need to setup vars.

AbilityMontages, GameplayEffect, Capsule Radius, DebugDraw and Channel.

RepeatTrace allows you to run the trace only once, for whatever reason.

Then to start tracing, it will be enough to call this function

Once you get the results, you will be executing the next evnt

In the example project,a notify animation is used to communicate when I start and stop tracing.

The weakspot system is valid, which allows for successful headshots.

With this new ability, the possibilities that Lyra offers are further expanded.

What are your Feelings
Updated on 14 septiembre, 2024
Combo System

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