Collision response don`t change on mesh component.
Hello i been working on this issue for a week now. And for what ever resson when i try to turn off collision on a Destructable i have in a derived AActor::. It don`t change and it keeps coliding with everything.
I was thinking that it may be due to the fact that its just a chunk of the the destructable mesh. So i whent hunting for the solution in the PhysX/APEX API but was not able to find anything for turning of collision. Turning off collision for the entier mesh whould work fine, but i stile need collision on one a other component (USphereComponent::)
Here what i think should work.
Thanks for any help.
The solution we ended up using was a work around realy, and its done with Ridgid Bodys instead of destructable mesh. It gives us the controll we need and it looks almost the same.
I like to add that the sugestion from Rama did work as long as it was changed before the mesh ever got hit/ (partaly destroyd). And in this case it was not exacely what we needed but thanks again Rama and Ori Cohen.
If you want to have actors not react to another actor there often needs to be a two way decision to not collide
so you need to specifically say
Destructible (my type is SpecialDestructible)
Character (my type is ECC_Pawn)
If you do BOTH ways it should work!
ProjectSettings->Collision and add a SpecialDestructible Object type
then check your DefaultEngine config file to see what exact channel it was set to
then in code you can set the object type to be your custom channel
I've done this sort of thing many times over and can verify it often does need to be a two way decision to ignore or overlap or block :)
will look something like this
but you can just use Project Settings->Collision to set it up
you might also find the change in Saved/Config/Windows/Engine.ini
answered Oct 14 '14 at 07:56 AM
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