Dynamically spawned actors only collide with the player and nothing else.
I have a game where asteroids are spawned and target the player, currently they travel and delete themselves when they hit the player, however they should also delete themselves when they hit the platform the player is standing on.
This does not occur, I've made sure both the player and platform have Collision enable both have collision meshes etc. and have the same collision options set (see screenshots).
I use the following when setting up my asteroids.
Any help would be greatly appreciated.
asked Jan 07 '16 at 04:20 PM in C++ Programming
If you are using SetActorLocation without doing a sweep, you won't get a blocking hit event, because it's a teleport that is unblocked. Overlap events however would still be generated.
answered Feb 04 '16 at 06:36 PM
Thank you for your patience, TitusONeill.
While I couldn't find out exactly why the hit events aren't working, I have found a possible workaround for you. It would involve using Overlap events instead of Hit events. If you set the asteroid to overlap the collision channel (Object Type) that the floor is set to, it should be able to fire overlap events. If you only want it to happen with the floor and not other WorldStatic objects, you could either set up a custom collision channel for the floor to use or cast to it using the actor reference.
I've reported the issue for the hit events but this should be a viable workaround for not. For reference, the bug number is UE-26257.
Please let me know if you run into any other issues. Have a nice day!
answered Feb 01 '16 at 03:03 PM
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