Topic: hitbox/hurtbox position

Hi There,

I am new to UFE2 Pro.
I have an issue. When I am working on move editor, Animation Preview shows hurtboxes on the correct position but when play, hurtboxes is showing on the character root/reference point. I checked carefully on my hitboxes assignment. there are no duplicates or missing ones and I disabled  "Use Animation Maps".
I already followed tutorial but I couldn't find where I am missing.

Could you help, please?

Thanks

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Re: hitbox/hurtbox position

have you run maprecorder?

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Re: hitbox/hurtbox position

I am not updating and Multiplayer so still need to run the maprecorder?

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Re: hitbox/hurtbox position

Do you see any message or error in your console window?

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Re: hitbox/hurtbox position

Mistermind wrote:

Do you see any message or error in your console window?

Nope. I haven't seen any message.

I found some topics about this problem and try suggestions such as character rotation/position, checked the animation root, I checked carefully on my hitboxes assignment. there are no duplicates or missing ones.

Please check this video link https://www.youtube.com/watch?v=19CWI6ijlwk&ab

I hope you can catch where is wrong.

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Re: hitbox/hurtbox position

You have to run maprecorder for better working of hitboxes according to animation.

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Re: hitbox/hurtbox position

eren wrote:
Mistermind wrote:

Do you see any message or error in your console window?

Nope. I haven't seen any message.

I found some topics about this problem and try suggestions such as character rotation/position, checked the animation root, I checked carefully on my hitboxes assignment. there are no duplicates or missing ones.

Please check this video link https://www.youtube.com/watch?v=19CWI6ijlwk&ab

I hope you can catch where is wrong.

Under your character hitbox setup, where is hitbox "Custom 1" assigned to?
And you mentioned you have no duplicates right? Because this normally happens when there is a duplicate.

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Re: hitbox/hurtbox position

Mistermind wrote:
eren wrote:
Mistermind wrote:

Do you see any message or error in your console window?

Nope. I haven't seen any message.

I found some topics about this problem and try suggestions such as character rotation/position, checked the animation root, I checked carefully on my hitboxes assignment. there are no duplicates or missing ones.

Please check this video link https://www.youtube.com/watch?v=19CWI6ijlwk&ab

I hope you can catch where is wrong.

Under your character hitbox setup, where is hitbox "Custom 1" assigned to?
And you mentioned you have no duplicates right? Because this normally happens when there is a duplicate.

Yes, I have no duplicates. I have 2 joints for the sword and Custom1 and Custom2 assigned to these joints.

When I created the prefab, I get "UFE3D.GlobalInfo must be instantiated using the ScriptableObject.CreateInstance method instead of the new GlobalInfo." warning on the console.

Also when I try to run map recorder, all hitboxes showing on X and Y coordinants.

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Re: hitbox/hurtbox position

eren wrote:

When I created the prefab, I get "UFE3D.GlobalInfo must be instantiated using the ScriptableObject.CreateInstance method instead of the new GlobalInfo." warning on the console.

Don't worry, that is normal. Its just a warning message.


I just ran some tests, and there seems to be indeed an issue with 3D gameplay combined with disabled animation maps.
Unfortunately to fix it you will need the source version. Under ControlsScript.cs, look for this code segment:

hurtBox.position = myHitBoxesScript.GetPosition(hurtBox.bodyPart, true);
hurtBox.position += hurtBox._offSet;
hurtBox.position = (FPQuaternion.Euler(0, transform.rotation.eulerAngles.y - 90, 0) * hurtBox.position) + worldTransform.position;

And change it to this:

hurtBox.position = myHitBoxesScript.GetPosition(hurtBox.bodyPart);
//hurtBox.position += hurtBox._offSet;
//hurtBox.position = (FPQuaternion.Euler(0, transform.rotation.eulerAngles.y - 90, 0) * hurtBox.position) + worldTransform.position;

I'll take a note of this and release a fix on the next UFE 2 patch.

Alternatively, the solution would be to create animation maps for your character. Based on your report I'm not sure why it wasn't working for you, but you can try re-recording Robot Kyle's move set and see if there is anything you could've missed.

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Re: hitbox/hurtbox position

Unfortunately, I have not Sourcecode Pack. May I ask when you will publish next uptade?

I tried animation map recorder and it seems to work for hurtbox position but I have another hitbox alignment problem when play. When the character jump to another side, hitbox position aligns wrong position. Also, I see this problem in the template character Ethan.

Please check the video https://www.youtube.com/watch?v=psFFEpCfrao&ab

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Re: hitbox/hurtbox position

saqlainabbas760 wrote:

You have to run maprecorder for better working of hitboxes according to animation.

Thanks for your support too.

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Re: hitbox/hurtbox position

eren wrote:

Unfortunately, I have not Sourcecode Pack. May I ask when you will publish next uptade?

I tried animation map recorder and it seems to work for hurtbox position but I have another hitbox alignment problem when play. When the character jump to another side, hitbox position aligns wrong position. Also, I see this problem in the template character Ethan.

Please check the video https://www.youtube.com/watch?v=psFFEpCfrao&ab

Humm, that seems to be connected to a limitation with 3D side switching. Under Global -> Character Rotation Options, toggle "Right Side Mirror".

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Re: hitbox/hurtbox position

Mistermind wrote:
eren wrote:

Unfortunately, I have not Sourcecode Pack. May I ask when you will publish next uptade?

I tried animation map recorder and it seems to work for hurtbox position but I have another hitbox alignment problem when play. When the character jump to another side, hitbox position aligns wrong position. Also, I see this problem in the template character Ethan.

Please check the video https://www.youtube.com/watch?v=psFFEpCfrao&ab

Humm, that seems to be connected to a limitation with 3D side switching. Under Global -> Character Rotation Options, toggle "Right Side Mirror".

Right Side Mirror option is not worked for me because my characters and animations are not fit for the mirror animation

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