Projectiles going through mesh and bsp
So I made a projectile, which is basically a sphere with hit and overlap events on it, and a pawn collision mode as of now, I tried many collisions and this is the closest I get to what I want. The projectile has no gravity and a slow and steady pace, think of it like bullet bill from mario. My issue is that I want this projectile to hit/explode on BSP and meshes detecting collision with them, but it ALWAYS goes through, the only way I found out that could solve this is by inputting physics and gravity on it, then it recognizes the collision with both meshes and BSP, but I wanted to find another way to do it, I don't want the projectile to be affected by gravity.
Most of the people asking this in here don't get any answers at all... can you guys help me?
asked Dec 08 '15 at 04:03 PM in Blueprint Scripting
The reason your collision was not functioning as you expected was because you did not parent your Sphere Static Mesh to your Sphere Collision. Also, you'll need to make your Sphere Collision your root component for that actor. Finally, to ensure that the projectile is destroyed when it comes into contact with the ground, use Event Hit instead of ActorBeginOverlap. Here is an image of the Projectile blueprint with the changes I have made:
Feel free to ask any questions regarding this setup, or let me know if this does not work out for you.
answered Dec 17 '15 at 06:12 PM
Sean L ♦♦ STAFF
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