Skip to main content

Use Case 3 HitBoxes and DamageBoxes

Use Case 2

Problem​

We have a player and an enemy, we want to whack the enemy and cause damage. The player swings a weapon, and must collide with special hit boxes on the enemy.

Demonstrates:

  • Using child actors for their colliders
  • Using CollisionGroups to enable/disable collisions

Using the demo:

  • WASD to move the orange player
  • Enter key swings the weapon
  • Hitting the pink damage boxes causes the enemy damage (blink and flash)
  • Running the player into the enemy causes the player to blink

Takeaways from this use case​

The main actor doesn't have to have the collision ownership​

You can use child actors for hit and damage boxes.

You can turn collisions on/off using ColliderGroups​

As a game becomes more complex, it might be easier to control the collision arrangement via groups over each individual matched entity.