Free Game asset for custom directional hit
I want to share with you a cool technique I've implemented in my Unreal Engine game development projects: the directional hit montage player. This feature adds a layer of realism to combat scenes by dynamically selecting the appropriate hit montage based on the direction from which the player is attacked.
So, how does it work? Let's break it down step by step:
1. Input Parameters: The programmer inputs several parameters into the system:
- Damage causer: The entity or object dealing damage to the player.
- Front hit montage: The animation played when the player is hit from the front.
- Right hit montage: The animation played when the player is hit from the right side.
- Left hit montage: The animation played when the player is hit from the left side.
- Back hit montage: The animation played when the player is hit from behind.
2. Calculating Rotation Difference: Suppose A=Current Player Rotation B=The rotation which the damage causer has to rotate to reach the player's rotation (Basically difference in their rotations)
And then I calculate C (Final Rotation) =A-B : basically Delta Rotator
3. Extracting Z-axis Rotation: Since we're only concerned with horizontal directions (front, back, left, and right), we extract the Z-axis rotation from the calculated rotation difference.
4. Determining Hit Direction: Based on the Z-axis rotation, we divide the rotation space into four main directions: front, back, left, and right. This is done through a series of range checks:
- If the Z-axis rotation falls within the range (-45, 45), we choose the front hit montage.
- If it falls within the range [45, 135], we choose the left hit montage.
- If it falls within the range [-135, -45], we choose the right hit montage.
- If none of the above conditions are met, we default to the back hit montage.
5. Refinement and Testing: The ranges for each direction were determined through iterative testing and tweaking to ensure smooth and accurate selection of hit montages in various gameplay scenarios.
And there you have it! By following this process, we can dynamically select the appropriate hit montage based on the direction of the attack, enhancing the immersion and realism of combat scenes in our game projects.