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Hammer Abilities Implemented

Creating a way to Damage enemies with the hammer.

Going into this first-week sprint, I was having issues with figuring out a way to create hitboxes that could be used on the hammer without having them interact with the player. The biggest of several issues was finding a way to create the functionality for these abilities without directly attaching them to the hammer. I was attempting to make different colliders on the hammer that I could use to accurately keep track of the path of the hammer when the hammer starts to get animated in the future. 


Making the solution.

The Solutions that I ended up developing for my problems were to create a new channel for the player-specific collisions and make a melee collision base class. With the player-specific collisions, I had to make a custom channel for the collision system of Unreal Engine and then set the player to be on that layer. Afterwards, I had to go to the collision components I didn't want to interact with the player and set them to ignore collisions with the player. As for making the actual collisions to make the hammer's abilities function, I chose to make an abstract base class that I can derive from to make actors with the only purpose being to do damage. I made box, sphere, and capsule collider child classes that are all used to simply be spawned and deal damage to enemies and then get destroyed after a specified active time.

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