Hit · Collision · Damage
Contact Dent + Ring Bulge and Impact Ripple accept only Pulse Signals that include a contact point and contact normal. Nodes in the Impact input family generate this data.
Choosing an Input Node
| Node | Input | Use Case |
|---|---|---|
Submit OverAnim Impact Signal |
Directly provides Contact Point, Normal, and Direction | Custom physics/gameplay systems |
Submit OverAnim Hit Result Signal |
FHitResult, relative velocity, and Normal Impulse |
When a collision result is already available |
Submit OverAnim Collision Signal |
FHitResult and Other Component |
General Collision events |
Submit OverAnim Trace Impact Signal |
Trace Hit and Damage | Weapon Trace or Raycast |
Submit OverAnim Point Damage Signal |
Damage, location, normal, bone, and shot direction | Point Damage Delegate |
Submit OverAnim Radial Damage Signal |
Damage Origin and FHitResult |
Explosions and area damage |
Magnitude Mapping
Nodes based on Hit Result, Collision, or Damage use the asset's Impact Signal Settings to map input to a 0–1 Magnitude.
- Mapping can be based on speed, Impulse, or Gameplay Damage.
- Each maximum value must be greater than its corresponding minimum value.
Reference Mass Kgand each Exponent must be greater than 0.- A node can return
falseif its calculated result is effectively 0.
Duplicate Collisions and Merging
Submit OverAnim Collision Signal automatically estimates relative velocity and suppresses duplicate Collisions that occur near each other in time and space. Configure Deduplication Window, Contact Merge Distance, and Stronger Impact Bypass Ratio in Impact Signal Settings.
Concurrent Contact/Ripple counts are budgeted. A request can be replaced by a stronger or higher-priority request, and the number of concurrent requests never exceeds the target Module's safety limit.
The Bone Name in FHitResult can be used to resolve the Source Region and Contact Bone. See UOverAnimComponent: Signals and Impact Signals for acceptance requirements and return values.