Hi,
My blueprint actor is currently not accepting collision from my weapon, but it does accept collision from my player so as you can imagine I’m a little confused. Here’s my dealing damage function from the weapon:
void AQUBEWeapon::DealingDamage(uint8 FireModeNum, const FHitResult& Impact, const FVector& ShootDir)
{
FPointDamageEvent PointDmg;
PointDmg.DamageTypeClass = FireModes[FireModeNum].CustomDamageType;
PointDmg.HitInfo = Impact;
PointDmg.ShotDirection = ShootDir;
PointDmg.Damage = FireModes[FireModeNum].CustomHitDamage;
UE_LOG( LogSomething, All, TEXT( "--- Calling QUBEWeapon -- Inside Dealing Damage.... ---" ));
AQUBECharacterPlayer* CharacterPlayer = Cast(Instigator);
if (CharacterPlayer != NULL)
{
Impact.GetActor()->TakeDamage(PointDmg.Damage, PointDmg, CharacterPlayer->Controller, this);
UE_LOG( LogSomething, All, TEXT( "--- Calling QUBEWeapon -- Dealing Damage! ---" ));
DrawDebugSphere(GetWorld(), Impact.Location, 10.f, 16, FColor(0,255,0), false, 3.f, 0);
UE_LOG( LogSomething, All, TEXT( "--- Calling QUBEWeapon -- Actor Name : %s" ), *Impact.GetActor()->GetName());
}
}
As you can see I have a debug sphere display on the impact location which displays everywhere in my level except my blueprint actors, and some physics actors dotted around in the level. The original static mesh of these blueprint actors do collide.
Any ideas?
Thanks