Collision and Trace not working with an AActor extended Class
Hello, So I am very new to UE, so I am not really sure how a lot of this stuff works, or why it is not.
I have set up a "UsableObject" class to extend an AActor class. I have set it up, so that I can add a mesh to it and place it somewhere on my map, and then my player should be able to do a line trace, and it is looking at the object, you can use it. So I have a implemented line trace, using ECC_Pawn Channel.
Now from my understanding (I may be wrong) I do not have a few options: A) Create a custom trace channel that only my UsableObjects are a part of, and if my Object is in sight, then do X
B) Use a generic trace Channel then check if the traced object is of type UsableObject
I have already set up a version of B), but I feel like A) might be more efficient, although I have no clue how to implement it, which if there are any help with that, it would be great. But even the B) method, does not work, I am thinking it is because my UsableObject, does not have any collision. I am not sure why that is, here is my actor class with my attempt at an implementation of method A.
Any help? I have been working on this a while, and do not know how to continue.
asked Oct 03 '15 at 05:04 AM in C++ Programming
I forgot to create a physicsAsset, oops
answered Oct 04 '15 at 07:52 PM
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