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Version: 5.3.2

Overview

The AGR Combat Component manages combat gameplay mechanics and handles registering and triggering tracer components.

Tracer components are used to simulate and detect hits or impacts during melee attacks, arcs, or other proximity-based combat logic.

Use the AGR Trace Anim Notify State to control when registered tracers should start and end during animations.

Combat Component Settings

Combat Component Settings

Setup

  • Segment Count : Specifies the number of points to be used for tracing by the tracer component. This value determines how many evenly distributed segments will be created along the path.
  • Trace Params : Parameters for trace operations used by the AGR tracer components.

Events

On Hit

On Hit is triggered when a tracer component detects a hit.

  • Tracer Component 1 : Reference to the component that caused the hit.
  • Hit Result 2 : Details about the hit.

On Hit

On Unique Hit

On Unique Hit is triggered when a unique hit (one actor per trace cycle) is detected by a tracer.

  • Tracer Component 1 : Reference to the component that caused the hit.
  • Hit Result 2 : Details about the unique hit.

On Unique Hit

note

You should implement logic to filter and define what a "unique" hit means for your use case.

On Tracer Updated

On Tracer Updated is triggered when a tracer is registered, unregistered, or has started/ended tracing.

  • Update Type 1 : Type of update (Registered, Unregistered, Started, Ended)
  • Tracer Id 2 : Gameplay tag used to identify the tracer.
  • Tracer Component 3 : Reference to the component.

On Tracer Updated

This component is designed to be extended and integrated with custom tracer implementations, such as sockets, arcs, or line traces.