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Child actor not collided correctly

Hi !

I'm struggling with this problem for maybe a week and I can't get how to correct it.

I have a MeleeWeapon blueprint that must call the function "ReceiveAttack" of a Player or NPC when it collides with one or another. The problem is with shields. I want to do something else to ReceiveAttack when it's a shield which was touched.

The Shield Actor is a child actor of my Player or NPC and is attached to the mesh.

My Shield actor has a correct collision and can overlap with the MeleeWeapon as it prints "hello" to the screen when something touches it. But when I have the OnBeginOverlap event on my MeleeWeapon (or OnComponentBeginOverlap), the shield is never shown as overlapped.

I think it's a problem about the shield being child of another actor or attached to the mesh.

I also tried with ComponentBeginOverlap, but it only says the weapon overlapped with the mesh.

Here are some screenshots :

MeleeWeapon, with the print string that only shows Player as overlapped, or Mesh as component : alt text

Shield, that says hello when overlapping the weapon : alt text

A screenshot of the game. It says Player26 for my character, TestNPC2 for the attacking NPC and Hello when my shield is sensing an overlap : alt text

Thank you for your help, ManuHeel.

Product Version: UE 4.11
meleeweapon.png (385.2 kB)
shield.png (214.9 kB)
screenshot.png (560.6 kB)
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asked Apr 17 '16 at 12:00 PM in Blueprint Scripting

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I finally "corrected" the problem by myself after changing the way it works.

I now have a blocking collision for my shields created at the player spawn and attached to the player mesh, and it moves and activates according to the shield usage.

I really think it's a problem coming from child actors, but I must say I'm a bit disappointed no one tried to help me.

Hope this will help someone.

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answered May 14 '16 at 09:37 AM

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