In this tutorial, we'll guide you through the process of creating a rapid zombie claw attack that triggers a Niagara system upon hitting a target within an animation sequence. Our chosen Skeletal Mesh for this demonstration is SK_Manny_Simple, and we'll implement the Physics Asset Tracer within the Mnh Tracer system to achieve the desired effects.

  1. Add “Mnh Tracer Component” to our Actor

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  1. Add New Tracer on Mnh Tracer Component details panel

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  1. Setup Tracer parameters;

Tracer Tag → Create new tag with name “Zombie.Claw”

Tracer Source → Select “Physics Asset”

Socket or Bone name → “hand_r”

Draw Debug Type → Select “For Duration”

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  1. In the BeginPlay, utilize the "Initialize Tracers" node to correctly set up the Tracer Source. Ensure that the Tracer Source is aligned with the SK_Manny_Simple Skeletal Mesh. Also ensure that Tracer Tag is “Zombie.Claw”. It must match the Tracer Tag setup in Tracer parameters.

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  1. Following the initialization of Tracers with the "Initialize Tracers" node, proceed to call the "Start All Tracers" node. This ensures that all Tracers are activated and ready for hit detection. Subsequently, play the designated animation to execute the zombie claw attack.

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  1. Connect Spawn Emitter at Location node to On Hit execution pin, supply Hit Results Impact Point as emitter location.

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Run the game, and now your zombie character will execute the animation, triggering the zombie claw attack, and successfully registering hits with the configured Tracers.

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