Description
Newtonian Falling And Momentum Damage System
Newtonian Falling and Momentum Damage System
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Newtonian Falling and Momentum Damage System
Feature
Overview and Documentation Video
This 100% Blueprint powered system is
completely drag and drop and will work on any
character or controller! Included is two different
systems for handling falling damage.
Simple Damage System: Starting with a simple old-school
falling damage system, which applies damage based on your fall
height. This is very easy to get up and running
and match with your project, but is also somewhat limited in
use compared to the advanced system (detailed below).
Advanced Momentum Based Damage System: This system is the
recommended system to use, as it takes into account changes in the
player’s acceleration, and calculates the amount of G forces the
player would be experiencing. Then, if the G forces are above the
allowable threshold, the player will receive an amount of damage
based on how much they exceed it. This allows for things like
cushioning falls with water volumes, jump pads that don’t cause
damage to the player, damaging the player when they are slammed
into a wall, and much, much more.
Using the advanced system included with Newtonian will result in
realistic and reliable damage calculations for
your players when they experience rapid deceleration, as from
falling or being thrown into objects.
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