Destroy mesh on command
I'm sorry if this is something fairly simple but I have a box that I want to destroy when my weapon hits it and when it gets in the radius of a bomb (a blueprint using a RadialForce component). I'm at a point where I can destroy the box when the weapon hits it (I simply check if the actor colliding is my weapon blueprint and then apply radius damage to it) but it also gets destroyed when my character walks into it and I don't want that to happen. It may just be a problem in the destructible mesh's settings but I'd be grateful if someone could help me. Thank you!
asked Mar 13 '15 at 07:34 PM in Blueprint Scripting
Add a check for who is the instigator and check if it's your character , you could also do it like this, onEvent ->instigator->getPlayerController->IsValid, if you get a valid return than the instigator is your character so don't destroy on true.
answered Mar 13 '15 at 08:05 PM
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