Ue4 hit bone name

Size of the hit box. If a SkeletalMeshComponent, name of bone to apply impulse to. Use the skeletal mesh output to Set All Bodies Below Simulate Physics(Plug in your bone name from the Break Hit Result “Hit Bone Name”. It doesn’t look like Hit Events give me access to Apr 12, 2022 · The main issue seems to be "but i stucked how transforming bone". These are either relative the bones parent, or relative the root (which confusingly is called world transform there). Hides the specified bone with name. It's probably something really simple, but I can't seem to figure it out. you will have to import all your animations for both skeletons. I am testing this with a Blueprint of my Character. Oct 12, 2022 · The bullets in my game use line traces and I have a headshot system that uses the “hit bone name” on the hit result. 値が高いほど、ボディはすぐに眠ります。. PM_Head, PM_Neck, PM_Chest, PM_Torso, PM_Arm, PM_Leg, PM_Hand, PM_Foot. 0 if there is no hit. Bone name is printed up from the physics asset bone collision I hit. 15: Face Index: Integer- Mar 4, 2019 · In persona, when you click a bone you can see its transforms. I’ve been having some trouble with my line trace by channel system and using it to get the exact bone hit to set up a damage system. There are some tutorials on youtube. I see that within this struct BoneName is the name of the bone that my colliding physics body is attached to. Point in world space to apply impulse at. Don’t forget to hook up the Hit Component break hit result on your line trace to the Interface event you created. I can’t figure out why this is happening. Get Back: Hit Location, Hit Normal, Name of Closest Bone to the impact, the location of that Bone, and the Actor/Character that was hit. 二、注意看 LineTracebyChannel的参数Trace Channel Feb 13, 2022 · Check Playlist For Other Video's In This Series0:00 Intro0:25 Assign Skeletal Mesh0:40 Apply Data Settings3:15 Set Mesh to Simulate Physics4:00 Set Blend Wei Aug 25, 2023 · Skeletal Editor Usage Guide. 14, this appears to be reversed. With these tools you can make modifications to skeletons, edit skin weights, and paint maps. I have the following setup. for the new one you will need the root animation. Hit Component : The specific Component hit. Larger values are considered first. abrar. 物理の安定性を有効にする場合の、このボディに対する安定係数。. FBodyInstance* BodyInstance = SkeletalMesh -> GetBodyInstance ( BoneName ) ; After that, you can get the physical material through the body instance. Now, I’ve set up everything to actually identify the right bone on the enemy AI character (derived from third person template) when shooting and dealing damage accordingly etc. Hope this is what you want Cheers Magnitude and direction of impulse to apply. It SEEMS you ought to be able to do this with begin overlap events as well; there’s an output pin there for “sweep result”, which feeds returns a hit struct Inputs. Feb 6, 2015 · Rama has a blueprint node for tracing to bone ~ Trace For Character Mesh, Closest Bone Pass in just 3 simple variables, Trace Start, Trace End, and the Trace Owner. Vel Change. In Unreal Engine, Skeleton Assets are the foundation for all animation work with Skeletal Meshes. In this case some other values should be interpreted differently. I am doing a line trace and printing Oct 16, 2018 · Remove the bones you want on the first mesh, and disable shadow casting. Nobody's gonna write your whole game for you Jun 21, 2023 · If your mesh in blender is call “head” it can’t export the bone name as just “head”, no idea why… but it can’t. I only can on a static mesh. There is no "code" as Animation Blueprint is a visual scripting language. should I set the bone scale to 0? or break constraints? when I tried breaking constraints I realized I would have to repaint weights to prevent the mesh from stretching. Get Bone Location by Name. You could create a public function on the attackable to do damage, then call that from the player when the bone overlaps. Ask questions and help your peers Developer Forums. Ok, good job. Cheers for any help. Select a Bone from this list to specify the target. Wonder if this is a bug or me doing it wrong? I’ve attached the blueprint below. in this case an idle animation and as it plays the Mar 20, 2017 · Hi everyone. war123 (war123) May 4, 2016, 7:26am 4. Nov 11, 2019 · What happens if you use the Un Hide Bone by Name node on the first bone child, following the Hide Bone By Name node? still hidden. Jun 29, 2018 · I found the answer myself. THE PROBLEM: In the screenshot below, I actually test the hit bone Get Bone Rotation by Name Aug 2, 2016 · I am able to import static meshes without any problems from Blender; however, when I add weights to the bones/mesh for animation, the . So that I can ‘Eject’ and move my ik User guide for the Skeleton Tree inside the Skeleton Editor. In Blender: In UE4 (without skeleton): In Mar 28, 2017 · In this function in the engine the information about the bone name from MyInfo is not passed down into the user-friendly functions NotifyHit, OnComponentHit, etc. If using Projectile Movement Component, you can also use OnProjectileStop event. Physics, question, unreal-engine. The point damage event can pass the bone that was hit, from there you can decide which animation to play (eg. g only the uppertorso and let the other bones scaled by 1. I use the capsule for world interactions, and physic assets for character interactions. LeftHand (as it dosn’t see it automatically) then do whatever you want with it. The hit event isn’t happening when my 2 skeletal mesh are colliding against each other. When I do a simple test with printing the Hit Bone Name it works of the time time. They both have a physic asset that Apr 23, 2021 · Hello guys, Ive made an AI, and added linetracebychannel node into it to check if the player is looking into his face, but it only gives out the Armature_001 bone and not head_002 Apr 17, 2014 · I’ve tried setting TraceComplex already but still get the same result. Dismember characters, create broken bones and wound effects. Now…I’d like to get this result (the name of the hit bone) and use it in the ‘enemy blueprint’ to set certain morph targets according to which bone was hit by the player’s shot. Hello, I am quite new to the Unreal Engine and need some guidance on to how the character blueprint system works when it comes to collision. This guide will show you how to get started with these powerful new tools. You'll only get a Bone Name in the hit result if you are impacting a skeletal mesh. Now there is a chance your line trace hits a component other than the characters mesh and no bone name will come out of it. 値が高いほど安定性が積極的になり May 20, 2015 · Zeclown (Zeclown) May 20, 2015, 9:45pm 3. I have difficulty in hit detection system which is based on the collision capsule that check for hits against the mesh itself. I can get the bone names, actors etc correctly against skeleton meshes but the impact point still always stay at the sphere origin. I’m a little confused, my character goes into a ragdoll on the R key, then he should get on the key, this is the T key, according to the guide that I attached in the question, it is advised to use Get Bone Aug 27, 2019 · For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. This is great so I can see which part of my mesh was hit, however I would also like to know which BoneName on the other PhysicsAsset I hit when dealing with Outputs. Bone based sound effects: hitson different body parts can play different reaction sounds (E. 24. So actor A hits actor B. Is there a setting? Things In the Details panel, click Events > On Component Hit. Jul 5, 2014 · Development World Creation. You can set up component tags of your enemies or other blueprints in the detail editor: For example: Your character is a Jun 28, 2016 · When I do a linetrace by channel, by default, it does not hit the BP_Actor. 1 (not sure if it's related to the problem I'm having or not). It now gives the bone name of the bone that the skeletal mesh hit, if it hit another skeletal mesh. I need collision system that would allow me to know exactly which bones of a character mesh were hit by the weapon! I need something like this but with shooter. ) Then do a Set All Bodies Below Physics Blend Weight (Target is cast result from above, also plug in bone name again). By default, the collision component’s collision settings are set to create your new skeleton, it only needs to have the root really and a skeletal mesh, probably just a cube with a transparent material. One of them is a “bone name” node which if the enemy that you are hitting is a skeletal mesh it will give the name of the bone. Compared to HideBone By Index - This keeps track of list of bones and update when LOD changes. #unreal #combat #phys Jun 11, 2020 · As an example for my issue one of my skeletons has 4 bones and two sockets and using the “Get all socket names” node and printing the length a 6 is returned. Here is an example mesh I made to show the problem. You can mark your own post as answer :'D. Hit Bone Name : If traced against a Skeletal Mesh, this is the name of the bone that was hit. The priority of the box used for layering. I have set the skeletal mesh (Mesh) to Ragdoll collision mode. Remove the _0 addendum from the pasted sockets’ names in both the “Skeleton Tree” and the “Details Panel”. Boolean. Creating broken gore bones doesn’t require model editing and steps from 1 to 4. with _ We noticed when we tried to export an Apex file and import to UE4 it said Dec 20, 2020 · Bone based damage recognition: hits on different body parts can cause more / less damage based on multipliers. 11, when I would capture hit events on a skeletal mesh, the hit result contained a parameter, hit bone, which would give the I have implemented that when a player attacks an enemy in a superarmor state, the hit bone shakes. Target is Skinned Mesh Component. I’m using blender for assigning the Description. Head, Spine1, Spine2 Aug 16, 2018 · Keeping it short, I need to find the name of the PhAT asset’s shape that registered the collision for locational damage purposes. Some of the skeletal meshes work perfectly but others give wild results like the picture below. Name. there seems to be a couple of ways to do this I was wondering what ones you think are best. So just rename the mesh to head1 or something else and then it will import the bone name correctly. Feb 26, 2016 · Compile, save and add that event to the graph. Impact Normal不能散成x、y、z分别赋值给打散后“Spawn decal at location”的“Rotation”x、y、z。. Jan 13, 2017 · In 4. 11 to 4. Time will be 0, ImpactPoint will equal Location, and normals will be equal and indicate a depenetration vector. I’ve tried to use impulse (radial, angular etc. Oct 13, 2022 · In this video, I am implementing a procedure when the player's character hit against the deer. Equals 1. Vector. Hi, I am setting up a IK structure for my character and would like do display the bones when I run the game in the editor. Jun 16, 2017 · Greetings everyone. Hit Bone Name:如果击中的是带骨骼的,引擎就会告诉我们击中的是哪个骨骼。 用来区分击中头部、身体、腿部实现不同的伤害。 Impact Normal不能散成x、y、z分别赋值给打散后“Spawn decal at location”的“Rotation”x、y、z。 Apr 11, 2021 · Yes, I know that Hide Bone By name works by scaling the bone to 0. I know how to use maya/max but Aug 30, 2014 · When an object hits another object, you can easily take the hit result and break it out to find relevant info about the hit actor or object (such as which bone was hit, the location of the hit, the angle of the hit, and so forth). b (hosseinabrar) July 5, 2014, 3:50pm 1. Dec 5, 2015 · What you probably want to do is just use decals and place it at the hit location. Sep 6, 2014 · Development World Creation. Set the animation bp on the second mesh to the same one as the first one, and you’re done. Jul 20, 2014 · Pierdek (Pierdek) July 20, 2014, 12:02pm 2. So it changes it to “head1”. Now your traces should hit the pawns skeletal mesh. Inputs. At the top of the viewport click Character->Bones->All Hierarchy. Projectile Movement. Coordinates of the top left of the hit box. If a SkeletalMeshComponent, name of body to apply impulse to. I ask this because I’m working in a videogame which consist in enemy dismemberment in a medieval battlefield. The plan is to make the character to ragdoll on projectile hit and then apply an impulse. Repeat this step for any other bones with sockets. however this character has animation. 'Time' of impact along trace direction ranging from [0. Using the component variable you’re able to search by Get Display Name and then build a switch case based on the component name. This is truely amazing, thanks a lot. You can turn off trace response from a capsule component, then the tracing will give you detailed info about which bone of mesh component was hit. Bone Name. Tuerer (Tuerer) June 11, 2020, 9:13am Apr 10, 2015 · I’m having a problem with getting impulse to work with ragdoll. Im currently working on a first person game that uses the arms from the first person Break Hit Result | Unreal Engine 5. I know how to convert an actual world transform into component space with the inverse transform location node, but I can’t seem to Aug 26, 2019 · Rymazon (Rymazon) August 27, 2019, 12:05am 2. But I want to develop the combat system further with different statuses or effects depending on where you got hit. Unreal Engine Blueprint API Reference > Components > Skinned Mesh. [UE4]爆头和穿墙. g. Verify hit is impacting a skeletal mesh. oh, Thank you,. Get Bone Names Mar 16, 2018 · I am trying to use Hit event to a skeletal mesh with animations. If you are applying damage through a line trace (for example if you have a hit scan gun) you can spit the “out hit” node to get a variety of new nodes. This adds a new node to and opens the Event Graph. In 4. It checks which bone has been hit on my enemy skeletal mesh. 0) if there is a hit, indicating time between start and end. Whether click processing should continue if this hit box is clicked. Finally, we are getting to the reaction part of the combat. Oct 4, 2015 · In UE5 the console command is now ShowFlag. This blueprint prints out that I did in fact hit the characters mesh but that I got none for the bone. fbx file does not import correctly into UE4. From hit result you can now use “Hit Bone” to determine what part of the body was hit. Then on the second mesh, set it to invisible and check “hidden shadow” in the properties. So if the ‘Leg bone’ was hit, the enemy skeletal Apr 14, 2023 · you need a reference to the skeleton mesh to find its bones and play animations with it. Return Value. I have multiple skeletal meshes (all very similar) that use the same skeleton. The mesh appears “plastic,” and the root bone collapses into the origin, moving the other bones up in the hierarchy. Apr 3, 2017 · Howdy! I have been browsing the internet for some good ways to destroy/dismember limbs on a character. In the second screenshot you can see my collision settings for the skeletal mesh of the character. My goal is to hide the spine bones, 1, 2 so that the skeletal mesh of clothing does not look “torn” but it also scrapes the bones of the arm. Answer to myself (just in case somebody else would do this): It is possible to use a bone name as socket. or. Bones. From what I’ve seen you can’t remove or change the standard collision Nov 13, 2017 · Open your NEW Skeleton, right-click on the corresponding bone, and choose Paste Sockets to Selected Bone (or Ctrl-Shift-V). I already check the simulation Generates Hit Events in collision settings. But it refuses to grab certain bones. When the BaseProjectile has an overlap, it checks whether this is of the BaseCharacter class and if so, it fires a line trace from the hit location, to obtain the bone name from the mesh. So it is pretty easy …finally. Hey everyone, I’m running into some stumbling blocks while I’m setting up skeletal mesh → skeletal mesh attachments in my little octopus game. If you are using Raycasting then from the Hit Result you can compare your Hit Bone Name to your Head Bone Name and if it is true then call your Head shot function. The bone name returned by the hit should be accurate enough then (since it would be based on the physic body instead of a direct trace, returning the nearest bone like I had incorrectly assumed) to be used for location detection. You can create Virtual Bones in the Animation Editor's Skeleton Tree. 0 to 1. 3 that will allow you to Create and Modify Skeletal Meshes. Left-click and drag off of the Other Actor pin, then search for and add the Cast To FirstPersonProjectile node. An in depth look at the Skeleton Editor mode in Unreal Engine. I use the physic asset themselves so I can get a more precise result than a capsule. Out. It is valid only if we hit a skeletal mesh. This will add an impact to the attack. We will set up a general reaction type and reaction of being hit by body-part location!Content:0: Break the hit result struct and you will find it there. B_May (B_May) September 6, 2014, 7:01am 1. Goal: To highlight a material that a mouse is over. Element Index Skeletal Mesh Bone Name Hits register None, unless ragdoll. However, line traces are only working with static meshes, not skeletal meshes. Trimming the options you can create a few new physical materials. UPhysicalMaterial* PhyMat = BodyInstance Jun 24, 2018 · Can’t seem to get a material name from a line trace hit on a skeletal mesh. Create and edit Sockets , which are bone-offset attachment points for props and other items. All I have to do is to “AttachActorToComponent”. for your old skeleton the root needs to be at 0 all the time. If head; play this, if chest; play this, otherwise play Set Bone Rotation by Name Aug 28, 2014 · Hit Bone reversed since 4. Description. I’ve been on this problem for many hours and so far no results. I can get the bone name easily from a FHitResult of course, but I seem to not be able to find the way to get the actual shape attached to said bone. And what I’m trying to achieve Mar 11, 2014 · Hmm, interesting. In the third screenshot you can see I set the skeletal mesh to per poly collision, with Well you can do it anyway you want, the info is all there you just gotta put in the work. i’ve just made a character physic asset (with a video guide), then i put the character in the map, and i shoot him with gun, it only shows the effect on the belly (root) ! the bullet has no effect on anything! when i shoot the head Jun 16, 2014 · I am looking at the FHitResult struct that I receive with OnComponentHit when dealing with a SkeletalMesh and PhysicsAsset. USkinnedMesh::GetPhysicsAsset() is as far as I get, but after that I’m stumped, there does not seem to be any May 4, 2016 · ryanjon2040 (ryanjon2040) May 4, 2016, 5:26am 3. The Skeletal Editor is a new set of tools released with Unreal Engine 5. you can get the character then → get mesh. Blackpioupiou (Blackpioupiou) February 9, 2024, 2:12pm 16. As I print out the hit result with the bone name, I know the skeletal mesh is getting hit properly, and it is finding the closest bone properly. . Magnitude and direction of impulse to apply. If I change the trace channel to Camera, the trace will return the hit actor. Mar 18, 2017 · Generated Gore Dismemberment Kit. I'm using ALSv4 on 4. Jan 5, 2019 · Discord Server: / discord Hi guys, today I show you how to apply damage based on which bone we hit, so you can have a totally accurate damage system based on which part of the body you applied Mar 16, 2018 · Hello all! I have line trace by channel set up in the FPS First Person Character blueprint. 4 Documentation | Epic Developer Community. As stated, my Skeletal Mesh Bone Name Hits register None, unless my mesh is in ragdoll state - then everything works as normal. Equal values are considered in the order they were added. I get what I need already from my BreakHitResult of the OnComponentHitEvent. Or you could cast the other from the attackables begin overlap and query the player. ANybody can help me Creating Virtual Bones. Jun 28, 2022 · Use the Hitscan channel for your trace. When you get a hit you’d get the phys material hit, convert to string → switch on string → calc damage, apply it Mar 9, 2019 · As title says, I’m having problems attaching a physics handle to certain bones. I can access materials from the line trace like in the pic. name. 一、LineTracebyChannel的Out Hit值展开后有一个名为“Hit Bone Name”(击中的骨骼名称),以此来判断击中的是否是头部,进而实现爆头的目的(爆头:高伤害,一枪毙命). 错误,这样做会导致贴花只在其中一个方向 Get Bone Location by Name Sep 20, 2016 · Steps to reproduce: Make a character with a skeletal mesh Make the skeletal mesh overlappable with pawn object type Tick Generate Overlap Events for the skeletal mesh Add logic to print bone name for on component overlap for the skeletal mesh Drag a copy of the character into the map Use the character in your game mode and play Overlap other character mesh bone name prints none I understand Jul 6, 2014 · Break the hit result and cast the Hit Actor to a skeletal mesh. Sep 8, 2015 · Hi, Myself and my friend have just started using Apex tool and noticed something weird. Write your own tutorials or read those from others Learning Library. Oct 16, 2022 · The bullets in my game use line traces and I have a headshot system that uses the “hit bone name” on the hit result. 1 However once imported into UE4 when I check the Skeletal Mesh the bone names are Spine_01 and F_Palm_1 It is replacing . This returns a second hit where the arrow would land and penetrate. If you want to group bones together …say (r_upperarm, r_lower arm, r_hand…fingers), then create an r_arm phys material and apply it to each r_arm component shape under collision. example (untested): Zeclown (Zeclown) May 18, 2015, 8:33pm 3. same thing with OnComponentHit. The linked official documentation describes in detail how to do that, hence it's far from useless. Physics, skeletal-meshes, hit-event, line-trace, question, unreal-engine. ) under physics Get Bone Name Sleep Family を Custom に設定すると、自然の睡眠しきい値をこの値で乗算します。. Jun 11, 2014 · i did this by placing a socket on the bone in the SkeletalMesh BP name the socket e. I need to play the animation and get the hit event at the May 9, 2016 · Character Hitbox for shooter game. the name of the bone at the specified index. Jan 20, 2020 · On Hit -> Break Result -> Hit Bone Name. LeftHand, and then in the character BP used a GET MESH to GET SOCKET LOCATION and GET SOCKET ROTATION type in the socket name e. Jul 13, 2015 · Hi, I have a problem with the overlap event return. exec. I'm attempting to update a project from 4. G: Head hit plays critical sound effect) All in one: every single function and system of the product is handled, and can be set up in a single Jul 30, 2020 · When using Hit Event on Character and when the component is destructible the bone name is returned as None. Hit Item : Primitive-specific data, recording which item in the primitive was hit. EliasWick (EliasWick) May 9, 2016, 7:21pm 1. 15: Hit Item: Integer-Primitive-specific data recording which item in the primitive was hit : 4. 14, and I've noticed some strange behavior surrounding hit events. This is a guide for users that already know how to weight their models, import from and export to UE4. 11. Hit Component: Primitive Component Reference-トレースにヒットしたPrimitive Component: 4. Right-click on a Bone, which will be the parent, and then select Add Virtual Bone. :) You could make a hit reaction animation for each body part, have each body part use a different collider and play the animation on hit. 15: Hit Bone Name: Name-ヒットしたボーン名(スケルタルメッシュにヒットした場合のみ) 4. The problem is that on some meshes half of the face returns “Spine2” and on one mesh in particular the entire head returns “Spine2” I can see that the spine ends below the shoulders, then Hit Bone Name:如果击中的是带骨骼的,引擎就会告诉我们击中的是哪个骨骼。. If You can’t turn off trace response from the capsule component, You can simply re-trace mesh component to get bone. Within it, you can perform the following actions: Select and view specific bones in the skeletal hierarchy. What I want to do is get those transforms, and convert them into component space. but the animation is not playing anymore. Zeclown (Zeclown) May 19, 2015, 4:52am 4. This is how I set the character to ragdoll: The character successfully goes to ragdoll when these nodes fire. If true, the Strength is taken as a change in velocity instead of an impulse (ie. In this example, a Virtual Bone is being created parented to the root Bone, then targeting the hand_l Bone. Location. vector. Stabilization Threshold Multiplier. Here you are casting to another Blueprint called the FirstPersonProjectile Blueprint and making sure that when you hit the BP In this case some other values should be interpreted differently. It’s just that I’m looking a workaround to hide (or scale to 0) by e. Bone Name : Name of the trace bone hit. [HR] [/HR] [HR] [/HR] Tutorial. 11, when I would capture hit events on a skeletal mesh, the hit result contained a parameter, hit bone, which would give the bone of the skeletal mesh that hit something. However, I need to trace past the collision component to hit the mesh in order to get the “Hit Bone Name” of the mesh. when it hits a collision capsule i perform a line trace from the hit location to the mesh. This feature would add a lot of usefulness to the hit event system. If you got the skeletal mesh component, then you can use a bone name to get a body instance of that bone in skeletal mesh. Aug 15, 2016 · I’m trying to implement a projectile system in my fps shooter. Nov 9, 2017 · The collision sphere is the root node of this blueprint. For example Dec 13, 2018 · 随笔 - 797 文章 - 2 评论 - 56 阅读 -. As far as I can tell so far these include (on a humanoid skeleton) the head joint Dec 31, 2017 · I’m using a melee weapon trace with MultiLineTraceForObjects, it works very well and it does as intended. Thanks. The Location is the same as the impact point. When done, save your new skeleton, and close Persona. Example Project Hit Actor : The hit Actor. The deer hit by the player's character reacts with a hit anima May 18, 2020 · However I was able to fix it…there is a setting under optimization called visibility based anim tick option which was set to “only tick montages when not rendered” and I set it to “always tick pose and refresh bones” and that fixed it for me. If false, Force is only applied to bodies below but not given bone name. The Skeleton Tree panel shows the skeletal hierarchy of the current Skeleton asset. mgondim (mgondim) June 1, 2016, 6 May 18, 2015 · To get the closest bone to a given location you would need to iterate through all the bone locations of the character then check and return the one with the closest distance. if my skeletal mesh collision mode set to ragdoll, and I have the Hit event. I looked into it a bit more myself, and you’re right. in my game when i use hide bone by name it hides not only selected Aug 25, 2023 · The Skeletal Editor is a new set of tools released with Unreal Engine 5. The Skeleton Editor Mode is the visual editor where you can find the tools and properties to make changes to Skeleton Assets. DevelopmentProgramming & Scripting. unreal-engine. Approach: I’ve defined materials on the mesh in a 3d modeling suite. In Blender when we export our Skeletal Mesh, the bone names for this example are named Spine. Add Virtual Bone Sep 24, 2018 · You can use components from begin overlap or hit events: On overlap (or hit event) you can check if the component you’ve collided with has a certain tag (in my example that’s weapon) and then you can branch from there and see if you need to deal damage based on that tag. I then spawn an arrow at that location, giving the effect of an arrow having been stuck into a character. 01, F_Palm. Get Bone Name. Make sure the line trace is setup to only hit the collision channel that corresponds with the characters mesh collision channel. In this editor you can manipulate individual bones and bone Oct 16, 2017 · Hi I have an arrow projectile that i fire. it can not generate any Hit Events. Currently this just enforces a scale of 0 for the hidden bones. 'None' indicates root body. When I break down the Sweep result and try to print the name of the Hit Bone I get “none”. mass will have no effect). I using bp or sequencer to play animations. 用来区分击中头部、身体、腿部实现不同的伤害。. ny ub qx je gr ie af jb qr pn