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Miss No Hit is an advanced hit detection system that performs traces against the entire volume of the Hitbox, leaving no gaps for missed hits. It is extremely optimized, uses cache-friendly, multithreaded core logic written in C++ that can process thousands of tracers!
Traditional collision checks using overlap events may miss hits under fast movements or varying frame rates. Go-to solution generally involves running line traces between current and previous locations. Yet, these solutions bring their own problems, introducing additional processing burdens and still leaving gaps that can result in missed hits.
Miss No Hits key features are as follows.
Built around the hardware, it utilizes multithreading, memory pooling and tick aggregation in its core. Allowing it to process thousands of tracers with minimal impact on game performance.
Intuitive and friendly Blueprint API, system will automatically reveal relevant options and automatically hide irrelevant ones. Offering clear and concise details panel free of clutter.
Exposes trace settings, allowing you precise control over how collisions should be checked.
Customizable tick behavior. Can operate in tick-by-distance, fixed rate tick and match game tick modes.
Hit filtering options. Allow for control over how system’s hit registration works.
Meets you where you need it. Can be controlled through C++, Blueprints or Anim Notifies.
If you are interested in learning more about Miss No Hit, please refer to the documentation page.
Update Change Log:
v1.3 (UE5.3+)
Updated properties system that has significantly improved support for inheritance and will allow for easier extension in future. Please port your tracers to Tracer Configs system.
v1.2
Anim Notify Tracers now support sockets.