From d0c0475e9ce25b7b6b145ac6c35e5aa041711ab9 Mon Sep 17 00:00:00 2001 From: Max Litruv Boonzaayer Date: Wed, 29 Jan 2025 08:01:37 +1100 Subject: [PATCH] updated base urls --- blueprint-penetration-trace.html | 930 ++++++++++++++++++++++++++----- index.html | 444 ++++++++++++++- 2 files changed, 1230 insertions(+), 144 deletions(-) diff --git a/blueprint-penetration-trace.html b/blueprint-penetration-trace.html index 096071f..2fa9a84 100644 --- a/blueprint-penetration-trace.html +++ b/blueprint-penetration-trace.html @@ -1,130 +1,800 @@ - - Blueprint Penetration Trace Documentation - - - - - - - - - - - -

Blueprint Penetration Trace Documentation

This is a Blueprint Function Library with a few functions that are callable in AActors to do depth trace results, for use in things like projectiles and tools.

Features

    -
  • Depth-based trace
  • -
  • Forward and backward trace results for bullet holes
  • -
  • 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.

Variants

Depth Trace by Channel
-DepthTraceByChannel.png
-Depth Trace for Objects
-DepthTraceForObjects.png
-Depth Trace by Profile
-DepthTraceByProfile.png

Input

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MemberDefinition
StartStart of the Trace
EndEnd of the Trace
Trace ComplexIf the trace will use Complex Collision
Actors To IgnoreArray of Actors, to ignore while tracing
Draw Debug TypeDraw Debug Arrows over Time, or Persistently
Ignore SelfIf the traces should ignore the Current actor (Self)
Trace ColorThe color of the trace, when it's not going through anything.
Trace Hit ColorThe color of the trace, when it's going through something.
Draw TimeAmount of time to draw debug lines (if not persistent)
Max DepthMaximum depth for the trace to go

Implementing into existing systems

This can be seamlessly integrated with existing systems with minimal changes to your current blueprint setup.

By simply replacing your current line trace nodes with the Depth Trace node, you’ll get the added benefit of depth effects.

Adding Trace Collision Channel (optional)

While adding a custom collision channel is optional, it can be a bit more time-consuming and may cause other systems in your project to break if not set up correctly. By default, your existing channels might not be set to overlap, so setting up a new custom trace channel helps ensure compatibility.

To set up a custom trace channel in Unreal Engine, follow these steps:

    -
  1. Go to Project Settings → Engine → Collision.
  2. -
  3. In the Collision Channels section, click Add New.
  4. -
  5. Set the following properties for the new channel: -
      -
    • Name: Projectile (or a name of your choice)
    • -
    • Default Response: Overlap
    • -
    -
  6. -

For more detailed instructions on adding a custom object type to your project, you can refer to the Unreal Engine Wiki on Custom Object Types.

Physical materials (optional)

Default Physical Material properties are at 1 g/cm, but adding more physical properties into your game can add extra depth.

Example Material Densities

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MaterialDensity (g/cm³)
Styrofoam0.1
Pine Wood0.5
Water0.5
Glass1
Concrete2.4
Aluminum2.7
Iron/Steel7.8
Copper8.9
Lead11.3

Acknowledgements

\ No newline at end of file + + + + + Blueprint Penetration Trace Documentation + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+
+ + +
+

Blueprint + Penetration Trace Documentation

+
+

This is a Blueprint Function Library with a few functions that are + callable in AActors to do depth trace results, for use in things like + projectiles and tools.

+
+
+

+
+
+

+
+ +
Features +

+
+
+
    +
  • Depth-based trace
  • +
  • Forward and backward trace results for bullet holes +
  • +
  • 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.

+
+
+
+
+

+
+ +
Variants +

+
+
+

Depth Trace by Channel
+ DepthTraceByChannel.png
+ Depth Trace for Objects
+ DepthTraceForObjects.png
+ Depth Trace by Profile
+ DepthTraceByProfile.png +

+
+
+

+
+ +
Input +

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MemberDefinition
StartStart of the Trace
EndEnd of the Trace
Trace ComplexIf the trace will use Complex Collision
Actors To IgnoreArray of Actors, to ignore while tracing
Draw Debug TypeDraw Debug Arrows over Time, or Persistently
Ignore SelfIf the traces should ignore the Current actor (Self) +
Trace ColorThe color of the trace, when it's not going through + anything.
Trace Hit ColorThe color of the trace, when it's going through + something.
Draw TimeAmount of time to draw debug lines (if not persistent) +
Max DepthMaximum depth for the trace to go
+
+
+
+
+
+
+

+
+ +
Implementing into existing systems +

+
+
+

This can be seamlessly integrated with existing systems with minimal + changes to your current blueprint setup.

+
+
+

By simply replacing your current line trace nodes with the Depth Trace + node, you’ll get the added benefit of depth effects.

+
+
+
+
+

+
+ +
Adding Trace Collision Channel (optional) +

+
+
+

While adding a custom collision channel is optional, it can be a bit more + time-consuming and may cause other systems in your project to break if not set up + correctly. By default, your existing channels might not be set to overlap, so + setting up a new custom trace channel helps ensure compatibility.

+
+
+

To set up a custom trace channel in Unreal Engine, follow these steps:

+
+
+
    +
  1. Go to Project Settings → Engine → + Collision.
  2. +
  3. In the Collision Channels section, + click Add New.
  4. +
  5. +
    + +
    Set the following properties for the new channel: +
      +
    • Name: Projectile + (or a name of your choice)
    • +
    • Default Response: + Overlap
    • +
    +
  6. +
+
+
+

For more detailed instructions on adding a custom object type to your + project, you can refer to the Unreal Engine Wiki on Custom Object Types.

+
+
+
+
+

+
+ +
Physical materials (optional) +

+
+
+

Default Physical Material properties are at 1 g/cm, + but adding more physical properties into your game can add extra depth.

+
+
+

+
+ +
Example Material Densities +

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MaterialDensity (g/cm³)
Styrofoam0.1
Pine Wood0.5
Water0.5
Glass1
Concrete2.4
Aluminum2.7
Iron/Steel7.8
Copper8.9
Lead11.3
+
+
+
+
+
+
+
+
+
+

+
+ +
Acknowledgements +

+
+
+ +
+ +
+
+
+
+
+ +
+ + + \ No newline at end of file diff --git a/index.html b/index.html index 2387f58..4fd384b 100644 --- a/index.html +++ b/index.html @@ -1,14 +1,430 @@ - - Documentation Home - - - - - - - - - - - -

Documentation Home

Welcome to the docs, I make blueprint plugins, many are in the works, but they'll come out here as I go

Blueprint Penetration Trace

If you require more support, come say hi on my discord. https://discord.gg/b8ctQBaaax

\ No newline at end of file + + + + + Documentation Home + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+
+ + +
+

Documentation Home

+
+

Welcome to the docs, I make blueprint plugins, many are in the works, but they'll + come out here as I go

+
+
+

+
+ +
Blueprint Penetration Trace +

+
+
+

+

+
+
+

If you require more support, come say hi on my discord. https://discord.gg/b8ctQBaaax

+
+ +
+
+
+
+
+ +
+ + + \ No newline at end of file