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Hit Feedback: Structure and Implementation
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Hit Feedback: Structure and Implementation

Sensory categories of action-game hit feedback, melee target acquisition and hit validation, and player-side and enemy-side presentation

Updated2026-07-15·~7 min read

This chapter starts from design theory, breaks down hit feedback in action games by sensory dimension, and uses melee attacks as a complete case study for target acquisition, hit validation, and two-sided feedback presentation.

3.1 The Components of Hit Feedback in Action Games

Section titled “3.1 The Components of Hit Feedback in Action Games”
CategoryConcrete Methods
Character animationAnticipation and silhouette before attack, attack trajectory and weapon trail, recovery and inertia after attack
Hit feedbackHit Stop / hit pause / hit freeze, tuned based on weapon weight, sharpness, and impact force
Hit reactionHit displacement and hit stun through reaction animation
Visual effectsContact-point VFX such as blood, sparks, and dust, usually emitted opposite the hit direction
Environmental interactionGround or grass disturbance
Screen effectsFull-screen vignette and post-processing effects
CameraCamera shake, aligned with the attack direction and scaled by damage; dolly, zoom, or special camera shots
CategoryConcrete Methods
SFX layeringSwing layer, impact layer with material differentiation and stronger low frequency for heavy hits, and reverb layer for spatial echo
Dynamic feedbackPitch variation and special handling for critical hits
CategoryConcrete Methods
Controller vibrationVibration hierarchy through intensity, directionality, and damping
Input and timingInput buffering, which caches player input before the current action ends and chains into the next action by priority
Hit StopHit Stop changes the rhythm of the player’s button input

Melee hit result showing contact-point VFX in purple/blue and mana recovery feedback (+MANA!)

3.2 Melee Attack Example: Target Acquisition, Hit Validation, and Presentation

Section titled “3.2 Melee Attack Example: Target Acquisition, Hit Validation, and Presentation”
  1. Trigger phase

    The player’s left mouse input (IA_LightAttack) activates the light attack Ability. The system starts the LightAttack ComboGraph and immediately executes the GetLightAttackTarget function to search for targets.

  2. Broad-phase filtering

    A Sphere Overlap is executed around the character with radius x, collecting all Pawn Actors within range except the player. If no result is found, the function exits.

  3. Fine-grained filtering (three-step filtering)

    StepContent
    Tag checkRemoves Actors that do not contain the Attackable Tag, filtering out allies and non-interactive objects. Remaining targets are added to the HitActors array.
    Distance validationRemoves targets farther than AttackAttachMinDist (the actual in-project name; semantically it represents the maximum effective attack-magnetism range).
    Best-target selectionSelects the Actor closest to the player as the final Target Actor.

Target acquisition Blueprint with Sphere Overlap broad-phase filtering and three-step tag/distance filtering

PIE runtime enemy hit result showing orange hit VFX and NavMesh debug outline

When ComboGraphCollision detects that the weapon detection volume overlaps an object, it broadcasts the On Hit Registered event and executes the following logic:

  1. Target filtering

    The Hit Actor is extracted from the Hit Result and checked for the Attackable Tag. Only Actors with this Tag, namely enemies, continue into the subsequent logic. Otherwise, the flow terminates immediately.

  2. Damage and event dispatch

    After the target is validated, the Report Damage Event function is called with the victim, instigator, and damage value.

  3. GAS event payload construction

    Make GameplayEventData builds the event payload, and Ability Target Data from Hit Result converts the physical collision result into a data format GAS can consume.

  4. Sending the Gameplay Event

    An event carrying the Event.Montage Tag is sent to the player itself (Self), notifying GAS that an attack has landed and triggering presentation-layer hit feedback.

  5. Resource refill: mana gain on hit

    A GE Spec instance is created from GE_Mana_Regen. The Assign Tag Set by Caller Magnitude node dynamically sets the recovery value through the SetByCaller.Mana Tag. This avoids hard-coding the value inside the GE and allows different combo stages to tune the recovery amount independently.

  6. UI update

    Show Mana UI is called so the UI can read the latest Attribute value and refresh the HUD mana bar.

OnHit event handling Blueprint with Tag Check filtering, damage dispatch, and GAS event payload construction

3.2.3 Attribute and Tag Propagation After OnHit

Section titled “3.2.3 Attribute and Tag Propagation After OnHit”

After the character sends the Event.Montage Tag to itself, ComboGraph captures the event and executes the corresponding logic:

  1. Activates GE_Damage_Melee (GameplayEffect), which internally activates GE_HitReaction_Melee and modifies the Health Attribute. The value is Set by Caller, namely -5.0 as configured in ComboGraph.
  2. Activates GE_Cost_LightAttack to consume stamina for this attack stage.

GE_HitReaction_Melee grants the target Actor, the hit enemy, the Event.Character.BeingHit.Melee Tag, which activates that Actor’s hit-reaction GameplayAbility.

Gameplay Effects configuration on the ComboGraph node, including GE_Damage_Melee and Set by Caller dynamic damage value

GE_Damage_Melee Additional Effects configuration, activating GE_HitReaction_Melee internally

GE_HitReaction_Melee Target Tags configuration granting Event.Character.BeingHit.Melee to the hit Actor

3.2.4 Player-Side Hit Feedback Implementation

Section titled “3.2.4 Player-Side Hit Feedback Implementation”

After the player character receives the Event.Montage signal, it executes GameplayCues to present player-side hit feedback:

GameplayCueEffect
Blood splash VFXBlood VFX at the impact point
Spark VFXWeapon collision sparks
Impact-point feedback VFXVisual feedback at the Impact Point
Hit SFXCharacter-side audio feedback for a landed hit

Player-side GameplayCue configuration triggered by Event.Montage, including blood Niagara particles and layered audio

3.2.5 Enemy-Side Hit Feedback Implementation

Section titled “3.2.5 Enemy-Side Hit Feedback Implementation”

After the target character receives the Event.Character.BeingHit.Melee signal, it executes GA_HitReaction_Enemy_Melee, which is triggered by the specified Tag.

The current GA contains the following hit feedback elements:

EffectDescription
Camera shakeCamera Shake
SFX playbackHit reaction sound
Slow motionBrief time dilation
Hit StopFrame freeze to emphasize impact force
Hit reaction animationHit stun and displacement

GA_HitReaction_Enemy_Melee Tags configuration with Trigger Source: Event.Character.BeingHit.Melee

GA_HitReaction_Enemy_Melee Blueprint showing the full flow: camera shake, SFX, slow motion, Hit Stop, and hit reaction animation