Code Modules:

  •  MissNoHit Runtime Module

Number of Blueprints: 0

Number of C++ Classes: 10+

Network Replicated: (Yes/No): No (Replication should happen after MissNoHit event hooks fire)

Supported Development Platforms: Windows (Untested in other platforms)

Supported Target Build Platforms: Windows (Untested in other platforms)

代码模块:

  •  MissNoHit运行时模块

蓝图数目:0

C++类数:10+

Network Replicated:(Yes/No):No(复制应该发生在MissNoHit事件钩子触发之后)

支持的开发平台:Windows(未经其他平台测试)

支持的目标构建平台:Windows(未经其他平台测试)










Preview | Documentation & Tutorials | Discord

Miss No Hit is an advanced hit detection system that performs traces against the entire volume of the Hitbox, leaving no gaps for missed hits. It is extremely optimized, uses cache-friendly, multithreaded core logic written in C++ that can process thousands of tracers!

Traditional collision checks using overlap events may miss hits under fast movements or varying frame rates. Go-to solution generally involves running line traces between current and previous locations. Yet, these solutions bring their own problems, introducing additional processing burdens and still leaving gaps that can result in missed hits.

Miss No Hits key features are as follows.

  • Built around the hardware, it utilizes multithreading, memory pooling and tick aggregation in its core. Allowing it to process thousands of tracers with minimal impact on game performance.

  • Intuitive and friendly Blueprint API, system will automatically reveal relevant options and automatically hide irrelevant ones. Offering clear and concise details panel free of clutter.

  • Exposes trace settings, allowing you precise control over how collisions should be checked.

  • Customizable tick behavior. Can operate in tick-by-distance, fixed rate tick and match game tick modes.

  • Hit filtering options. Allow for control over how system’s hit registration works.

  • Meets you where you need it. Can be controlled through C++, Blueprints or Anim Notifies.

If you are interested in learning more about Miss No Hit, please refer to the documentation page.

Update Change Log:

v1.3 (UE5.4 & UE5.3)

  • Updated properties system that has significantly improved support for inheritance and will allow for easier extension in future. Please port your tracers to Tracer Configs system.

v1.2

  • Anim Notify Tracers now support sockets.

  • Anim Notify Tracers hitbox can now be adjusted in world-space coordinates. This makes it far easier to adjust hitboxes.

  • Static Mesh Tracer: Automatically generates hitbox from two sockets on static mesh.

  • Skeletal Mesh Tracer: Similar to Static Mesh Tracer but will also adjust hitbox size at runtime.

  • Each substep now registers hit separately. This allows for more accurate damage over time calculation at low fps scenarios.

  • BP functions for adding new tracers at runtime.

  • BP functions for adding actors to ignored actors list.

  • Group Activation: Allows multiple tracers that share same tracer tag to be activated & deactivated at same time. Grouped tracers must share same source object.

  • Runtime memory consumption of system reduced by ~20%

  • Revamped documentation page to offer better navigation experience.

v.1.1:

  • Added “Use Precomputed Path” for Anim Notify Tracers. This allows sub-stepping through animation data, which decouples trace paths from game fps completely, offering perfect trace paths regardless of FPS. However, it is not compatible with dynamic animation logic.

  • Added “Static Mesh Sockets” Tracer Source, allows for denotation of Hit Box via sockets on Static Meshes.

  • Miss No Hit core is now multi-threaded! Brings significant performance improvements, allowing Mnh to support over 1 million traces per second within few milliseconds of compute budget!

Important/Additional Notes:

If you have any suggestions, feedback, or encounter any issues, whether they be bugs or missing features that could enhance your experience, please don’t hesitate to contact me at https://discord.gg/U9zzpEGYUn

预览 | 文档和教程 | 不和谐

Miss No Hit是一种先进的命中检测系统,可对命中盒的整个卷执行跟踪,不会为未命中留下任何间隙。 它非常优化,使用缓存友好,用C++编写的多线程核心逻辑,可以处理数千个跟踪器!

使用重叠事件的传统碰撞检查可能会在快速移动或变化的帧速率下错过命中。 进入解决方案通常涉及在当前位置和以前位置之间运行线路跟踪。 然而,这些解决方案带来了自己的问题,引入了额外的处理负担,并且仍然留下可能导致错过命中的空白。

Miss No Hits主要特点如下。

  • 围绕硬件构建,它在其核心中利用了多线程,内存池和tick聚合。 允许它处理数千个跟踪器,对游戏性能的影响最小。

  • 直观友好的蓝图API 系统会自动显示相关选项,并自动隐藏不相关的选项。 提供清晰简洁的细节面板,没有杂乱.

  • 公开跟踪设置,让您精确控制碰撞应该如何检查。

  • 可定制的蜱行为。 可以在逐距、固定速率滴答和匹配游戏滴答模式下操作.

  • 命中过滤选项。 允许控制系统的命中注册是如何工作的.

  • 在你需要的地方见你。 可以通过C++,蓝图或动画控制。

如果您有兴趣了解有关Miss No Hit的更多信息,请参阅文档页面。

更新更改日志:

v1.3(UE5.4&UE5.3)

  • 更新了属性系统,显着改进了对继承的支持,并将允许将来更容易扩展。 请将您的跟踪器移植到跟踪器配置系统.

v1.2

  • Anim Notify Tracers现在支持套接字。

  • Anim Notify Tracers hitbox现在可以在世界空间坐标中进行调整。 这使得调整hitboxes变得更加容易。

  • 静态网格跟踪器:从静态网格上的两个套接字自动生成命中箱.

  • 骨架网格体跟踪器:类似于静态网格体跟踪器,但也会在运行时调整命中箱大小。

  • 每个子表现在寄存器分别命中。 这允许在低fps情况下随着时间的推移计算更准确的伤害。

  • BP函数,用于在运行时添加新的示踪剂。

  • BP函数用于将actor添加到忽略的actor列表。

  • 组激活:允许共享相同示踪标记的多个示踪剂在同一时间被激活和停用。 分组跟踪器必须共享相同的源对象。

  • 系统运行时内存消耗降低~20%

  • 修改文档页面,以提供更好的导航体验。

v.1.1:

  • 为动画跟踪器添加了”使用预计算路径”。 这允许对动画数据进行子步进,从而将跟踪路径与游戏fps完全分离,提供完美的跟踪路径,而不考虑FPS。 但是,它与动态动画逻辑不兼容。

  • 添加了”静态网格套接字”跟踪源,允许通过静态网格上的套接字来扩展命中框。

  • Miss No Hit core现在是多线程的! 带来了显着的性能改进,允许Mnh在计算预算的几毫秒内支持每秒超过100万条跟踪!

重要/附加注意事项:

如果您有任何建议,反馈或遇到任何问题,无论是错误还是缺少可以增强您体验的功能,请不要犹豫与我联系https://discord.gg/U9zzpEGYUn

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