Simple question about Hit-Events
Hi, I'm very new to UE4. I am currently writing my first Actor-derived class to get familiar with the API.
I just made a dynamic sphere that has an audio- and particleSystem component attached to it, so when it hits something, it goes boom ^^
I override NotifyHit for this. I started the project on the 3rd person template and when I run the character into this thing, it works as expected. But I can't figure out how to get the function to be called for static world collisions... I tried using different collision settings, but it didn't help.
asked Oct 24 '15 at 04:06 PM in C++ Programming
It's checked on the sphere-component, where I also checked simulate physics.
Wether or not I also check it on the level geometry doesn't seem to make a difference.
edit: I think I know now what's the problem. Apparently, the staticMesh (static sphere-mesh) component on the actor is also causing collisions, even though I didn't enable physics on it. Does this mean I have to set "no collision" on every static mesh I use, otherwise the engine will create a complex physx convex mesh shape for it (like the graphical mesh)?
edit2: Ok... so some meshes have primitive collision shapes attached to them. Before I ask any more questions, I guess I should take another look at the documentation. Thanks anyway.
Follow this question
Once you sign in you will be able to subscribe for any updates here