cg小白兔 发表于 2024-8-1 16:08:18

Miss No Hit 1.3.2 适配UE5.3-5.4

















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.

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!

技术细节
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)


传统的碰撞检查使用重叠事件,在快速移动或帧频变化的情况下可能会漏检碰撞。通常的解决方案是在当前位置和之前位置之间运行线迹。然而,这些解决方案都有各自的问题,不仅会带来额外的处理负担,还会留下可能导致漏击的间隙。

Miss No Hits 的主要功能如下。
它以硬件为核心,利用多线程、内存池和滴答聚合技术。这使得它在处理成千上万个追踪器时,对游戏性能的影响降到最低。
直观友好的蓝图 API,系统会自动显示相关选项,并自动隐藏无关选项。提供清晰简洁的细节面板,避免杂乱无章。
显示追踪设置,让你精确控制碰撞检查方式。
可定制的勾选行为。可在按距离打勾、固定速率打勾和匹配游戏打勾模式下运行。
命中过滤选项。允许对系统的碰撞登记工作方式进行控制。
满足您的需求。可通过 C++、蓝图或动画通知进行控制。

更新更改日志:
v1.3 (UE5.4 & UE5.3)
更新了属性系统,大大改进了对继承的支持,并将使未来的扩展更加容易。请将您的追踪器移植到追踪器配置系统。
v1.2
动画通知追踪器现在支持套接字。
动画通知追踪器的命中箱现在可以在世界空间坐标中进行调整。这使得





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