UProjectileMovementComponent::HandleHitWall is not virtual
I have used HandleImpact in my derived class to allow our projectile to penetrate objects. I noticed in the UProjectileMovementComponent::TickComponent() function that it calls HandleHitWall() (which in turn calls HandleImpact that is virtual and I overridden it). Right after calling HandleHitWall() the TickComponent() then tries to slide the projectile across the wall (hence messing up my velocity settings to allow for penetration). I am not able to override HandleHitWall to return true to avoid this function from modifying our velocity. Please make HandleHitWall virtual.
Here is the header file:
In the TickComponent() function:
If this is not the correct way to allow projectiles to penetrate objects then what is the correct way to allow penetration?
asked Feb 15 '15 at 07:51 AM in Bug Reports
It sounds as though you were able to find a solution to the problem you were having. Since you point out the call to HandleImpact() from HandleHitWall(), another solution you could use would be to modify the source code to explictly call your overridden HandleImpact() function. Best of luck in your project with whichever solution you chose to go with.
answered Feb 18 '15 at 06:50 PM
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