Can't correctly set Collision Responses
I seem to have a problem understanding collision responses with collision components, or something isn't working the way I would expect, if indeed I do understand.
I can't get a sphere collision to fire overlap or hit events on a character mesh. I've tried literally every permutation on each object in question. The strange thing is, a Projectile's collision configuration has no issue with this, it will hit the CharacterMesh and give me bones, locations and everything else in the HitResult. But I can't get the same result with a melee type of collision set up, even though they are set up identically!
I'm thinking there must be something fundamentally different from the collision sphere for the projectile versus the melee collision capsule I'm using, specifically, that there is Movement associated with the Projectile, but the melee collision is not 'moving' per say, but is a result of animation.
Is this the fundamental difference? I'd like to get the hit location for the melee weapon, but I can't get the capsule to collide with the CharacterMesh, no matter how I configure it.
Any ideas on why I can't get a Hit or Overlap event with the CharacterMesh or what I should be looking for?
asked Dec 26 '15 at 03:36 PM in Blueprint Scripting
Do you have generate overlap events enabled?
For collision to work in UE4, both parties involved must block or overlap each other's object type (I believe a block-overlap connection results in an overlap.) For instance:
Object A: Type: World Dynamic. Blocks: All.
Object B: Type: World Static. Blocks: All.
These will block each other.
Object C: Type: Vehicle. Blocks: World Dynamic, World Static.
Object D: Type: Pawn: Blocks: All.
These objects will not block each other because Object C does not block Pawn.
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