Team Collision Volumes
I'm working on a "MOBA" or, at least at the current time this is the general direction I'm heading with this.. However, when spawning projectiles I have issues with their collision volumes, as they collide with the character that spawns the projectile already. In order to resolve this, I spawn it without collision on and activate it after a short delay. This however would also cause that if I am too close to my enemy the ability would not actually hit him.
Anyways, I was thinking about getting something like "Team based collision volumes" / Team blocking - meaning, Collision volumes that only block / hit enemy actors (actors with opposing team flag). Who's friend or foe I'll still have to work on, but for now I'd be happy if it hits anything that's not me (without removing my own collision) bases on a hard coded flag in Character Mesh.
A second idea I had was to make a line trace in the direction the projectile is flying, have the projectile just be a visual and if the line trace finds an enemy actor, let the projectile explode after (x) duration and/or once it has reached the enemy actor.
Some1 got an idea how to tackle this professionally (using Blueprints) or any (good) hacky way that'll solve this issue for now ^^?
hey, you could always try make the player have custom collision settings so that the projectile just over laps your player. and for the team collision idea, its probably easier just to make it so its inaffective against your team, other wise it will most likely just overlap a team member and that could make it unfair or look bad. That choice is up to you though
answered Jun 05 '15 at 01:35 AM
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