Area Effect Abilities
Area Effect Abilities
Section titled “Area Effect Abilities”Area Effect Concept
Section titled “Area Effect Concept”Area effect abilities damage multiple targets within a specified radius simultaneously. While players perceive these as instant effects hitting everything at once, the code processes each target individually through rapid iteration.
Magic Area Effect Implementation
Section titled “Magic Area Effect Implementation”Sphere Trace Setup
Section titled “Sphere Trace Setup”Use sphere trace to detect all targets in area:
// Area Effect Magic ImplementationOnAbility_E_Magic() {sphere_trace_radius = 1200;start_location = GetActorLocation();end_location = GetActorLocation(); // Same location for area effect
MultiSphereTraceByObjects(start_location, end_location, radius, [Pawn]);
ForEach(hit_target in hit_results) {Interface_Health_Modify(hit_target, Subtract, 100);}}
Visual Effects Integration
Section titled “Visual Effects Integration”Spawn particle effects at spell location:
- VFX Spawn: Use actor location for effect center
- Effect Type: Omnidirectional burst or appropriate magical effect
- Timing: Spawn VFX simultaneously with damage application
Melee Area Effect Implementation
Section titled “Melee Area Effect Implementation”Kick-Based Area Attack
Section titled “Kick-Based Area Attack”Implement area damage for powerful kick attacks:
Two-Handed Kick Area Effect
Section titled “Two-Handed Kick Area Effect”- Trace Origin: Left foot bone socket location
- Radius: 350 units for kick range
- Forward Offset: 50 units to extend beyond foot
- Damage: Moderate damage appropriate for kick attack
// Melee Area Effect ImplementationOnTwoHandedKick() {trace_location = GetSocketLocation(Mesh, 'LeftFootBone');forward_offset = GetActorRotation().ForwardVector * 50;final_location = trace_location + forward_offset;
MultiSphereTraceByObjects(final_location, final_location, 100, [Pawn]);}
Bow Swipe Area Effect
Section titled “Bow Swipe Area Effect”Create area effect for bow melee attacks:
- Origin: Left hand socket for sweeping attack
- Radius: Appropriate for weapon reach
- Damage: Lower damage than two-handed kick
Duplicate Hit Prevention
Section titled “Duplicate Hit Prevention”Hit Tracking System
Section titled “Hit Tracking System”Prevent multiple damage instances to same target:
// Hit Prevention for Area Effectshit_actors_array = [];
ForEach(target in sphere_trace_results) {if (!hit_actors_array.Contains(target)) {apply_damage(target);hit_actors_array.AddUnique(target);}}
// Clear array after ability completesOnAbilityComplete() {hit_actors_array.Clear();}
This system ensures each target only takes damage once per area effect cast, preventing the multiple hits that sphere traces can generate on single targets.
Area Effect Function
Section titled “Area Effect Function”Reusable Area Effect Function
Section titled “Reusable Area Effect Function”Create consolidated function for all area effects:
F_Spawn_Area_Effect Function
Section titled “F_Spawn_Area_Effect Function”- Notify Name Input: Animation notify trigger name
- Damage Input: Damage amount for this effect
- Location Input: Center point for area effect
- Radius Input: Area of effect size
- VFX Input: Particle effect to spawn
Function Implementation
Section titled “Function Implementation”// Consolidated Area Effect FunctionF_Spawn_Area_Effect(NotifyName, Damage, Location, Radius, VFX) {if (NotifyName == expected_notify) {MultiSphereTraceByObjects(Location, Location, Radius, [Pawn]);SpawnSystemAtLocation(VFX, Location);
ForEach(target in results) {if (!hit_actors.Contains(target)) {F_Damage_Apply(target);hit_actors.AddUnique(target);}}}}
Montage Integration
Section titled “Montage Integration”Animation Notify Setup
Section titled “Animation Notify Setup”Integrate area effects with animation timing:
- Notify Event: “projectile_spawn” (reusing existing notify system)
- Magic Attacks: Place notify at spell casting peak
- Melee Attacks: Place notify at moment of impact
- Timing Precision: Ensure VFX and damage occur simultaneously
Multiple Area Effects
Section titled “Multiple Area Effects”Some abilities may have multiple area effect moments:
- Combo Attacks: Multiple area damage instances
- Channeled Abilities: Repeated area effects over time
- Notify Management: Use multiple notify events with proper timing
Visual Feedback Polish
Section titled “Visual Feedback Polish”Effect Positioning
Section titled “Effect Positioning”Position visual effects appropriately:
- Magic Abilities: Center on caster location
- Melee Abilities: Center on weapon/limb impact location
- Environmental Integration: Account for ground height and obstacles
Effect Selection
Section titled “Effect Selection”Choose appropriate particle effects:
- Magic: Mystical bursts, energy waves, elemental effects
- Physical: Impact bursts, shockwaves, debris effects
- Scaling: Adjust effect size to match area of effect radius
Design Considerations
Section titled “Design Considerations”Balance Factors
Section titled “Balance Factors”- Damage vs Radius: Larger areas typically deal less damage per target
- Cooldown: Area effects usually have longer cooldowns than single-target abilities
- Resource Cost: Higher mana/stamina costs for area abilities
- Risk/Reward: Consider positioning requirements and vulnerability windows
Area effect abilities add tactical depth to combat by rewarding positioning and crowd control while requiring careful balance to prevent overpowered gameplay.