<![CDATA[Documentation]]>http://github.com/dylang/node-rsslib/media/favicon.pngDocumentationWebpage HTML Export plugin for ObsidianMon, 27 Jan 2025 20:11:11 GMTMon, 27 Jan 2025 20:11:10 GMT60Litruv<![CDATA[lit.ruv.wtf - 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.



Depth-based trace
Forward and backward trace results for bullet holes
Simple to implement into existing systems
Easy debug options


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.

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



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.

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:

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

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





loafbrr_1 for the pistol model
Neil Francis for the target image ]]>
blueprint-penetration-trace.htmlBlueprint Penetration Trace.mdMon, 27 Jan 2025 20:10:17 GMT<figure><img src="images/depthtracebychannel.png"></figure>
<![CDATA[lit.ruv.wtf - Documentation]]>Welcome to the docs, I make blueprint plugins, many are in the works, but they'll come out here as I go


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