Is there a way to destroy the player character when this type of situation occurs? I have too many actors that can inhibit this type of collision/overlap, so hopefully something could be arranged for if a mesh starts proceeding through the player character, destroy the player character. Any suggestions?
i.e. I would not like these mesh objects to pass through the player, so I’d like to destroy the player before the object can really pass through the player.
If I would like two box collisions to be overlapped, how can I set both of them to the event to trigger the destroyActor? Once each box collision has hit two separate actors?
If I put a box on his head and a box by his feet
I have one event and the need to have two separate objects pass through each individual box
to trigger the event destroy? the calling of AND between two hit overlaps after event and before destroy?