From 36333e88210f8c50b138f1186aee31bd292c364a Mon Sep 17 00:00:00 2001 From: Max Litruv Boonzaayer Date: Thu, 30 Jan 2025 17:10:35 +1100 Subject: [PATCH] updated to include example level in the text --- docs/DeepImpact.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/docs/DeepImpact.md b/docs/DeepImpact.md index 279a202..df406e3 100644 --- a/docs/DeepImpact.md +++ b/docs/DeepImpact.md @@ -12,11 +12,13 @@ This is a `Blueprint Function Library` with a few functions that are callable in - Simple to implement into existing systems - Easy debug options + --- ## How it works This node works by simulating depth using two line traces—one forward and one backward from the point of impact. These traces scan for objects in their paths and gather information about the hit results. The distance travelled through each material is multiplied by its density (defined in the material's physical properties), which determines how much the projectile is slowed down or whether it stops entirely. Finally, the node returns a list of hit results, including the total depth. +Check out the example setup in `/All/Plugins/PenetrationTrace/Example/DEMO_GunRange`. Edit the `BP_GunTest` to explore how the traces and decal positioning work, along with some fun timeline-based animations! ;D ## Variants Depth Trace by Channel ![[DepthTraceByChannel.png]]