Blocking Motion Component


Blocking Motion Component is used to avoid the weapon clipping inside objects problem, both on first and third person.
Placement: Preferably on the equipment.
Default Computation Stage: 6
Inputs:
Blocking Enabled: defines if blocking should be enabled.
Preset Data: Requires the
Preset: Blocking Motionfragment that defines the blocking settings.Blocking Trace Start Relative Transform: the location relative to the actor where the trace should start.
Blocking Trace End Relative Transform: the location relative to the actor where the trace should end.
How it Works
Stable Tracing: Instead of tracing from the physical weapon mesh (which moves during animations), the system projects a logical ray from the Weapon Root to the Muzzle, strictly aligned with the player's Aim Rotation (Camera).
Adaptive Blocking: When this ray hits an obstacle, the system calculates a "Blocking Alpha" (0.0 to 1.0) based on the impact distance. This Alpha is used to smoothly blend the weapon into a retracted "Blocked Pose" to avoid the wall.
Usage
To initialize the system, you must define the mesh to trace from and the trace distance.
1. Start Transform(Root):
Get the socket transform for the weapon's Grip or Root (pivot).
Use RTS_Actor (Actor Space) to get the offset relative to the weapon actor.
Set this as
BlockingTraceStartRelativeTransform.
The system uses the distance between these two points to determine the length of the blocking trace.

End Transform (Muzzle):
2. End Transform (Muzzle):
Get the socket transform for the weapon's Muzzle.
Use RTS_Actor (Actor Space).
Set this as
BlockingTraceEndRelativeTransform.

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