i have a youtube video showing a game i had today with the Valorant gun called the Judge. its a shotgun and i have the dragon skin for it.
I show in my video that it takes sometimes over 3 shots, 4 shots total, maybe more maybe 6 shots and no kill, to kill somebody at about 15 to 20 feet away.
Before the video started recording in the same game i shot my full clip at somebody really close again between 15 to 20 feet away, maybe less,
and even with my full clip, every shot hitting dead center, they don't die.
other times i can take out multiple people with a single clip but they have to be inside a 10 foot radius. like 7 feet away.
other times i'm about the same distance, 15 to 20 feet away, and i shoot their head and they die fast, that shows me maybe there's a static mesh collision problem.
i really like the gun called the judge because when it works it does wonders, but its rare to get so close to people.
i suggest either more bullets, or a smaller pellet spread, or more damage per pellet.
also that head shot, half of my pellets went over her head the rest on the head and shoulders, and she dropped either on that shot or the one after.
maybe there's a grouping of static meshes to build the models of the players and the meshes aren't getting the collision detection from the pellets on the static mesh.
either because the static mesh collision is the wrong type, or its hidden by the way the model is built.
in a fps game i made in unreal a static mesh collision behaved differently depending on where i placed it in my level, the only difference being the surrounding trigger boxes.
so maybe there's trigger boxes in the game and its messing with how collision detection is being handled.
https://youtu.be/2vXwGh8hYes