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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 Kg and each Exponent must be greater than 0.
  • A node can return false if 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.