Custom collision object channel for pawns breaks character blueprint?
I am trying to create a projectile system where when the player fires the projectile it ignores him and does not generate any overlap or block events but when it hits the enemy it generates an overlap event and destroys itself. The problem I am facing is, how do I get projectile to ignore the player pawn? I thought I would solve this by creating a new collision object channel called "Player Pawn" and setting the capsule collider's (in the player character blueprint) collision object type to the newly created "Player Pawn". This Player Pawn would ignore projectiles. However when I do this, my character blueprint stops spawning correctly (There is no mesh present, the camera is locked looking donw negative y axis at (0,0,0).). The object responses are setup exactly the same way as it would be for "Pawn". Where am I going wrong here? Is this even the right way to approach the problem? Is this broken/a bug? I am not sure where to begin.
instead of making the collision system filter your enemies, why not handle that in the projectiles blueprint?
you could make it overlap any characters and test if the character is the right kind of pawn before blowing up.
to test the type of pawn, use a cast: drag off an object variable onto a blueprint and type "cast to" and find the type of object you want to check against.
answered May 20 '14 at 12:03 AM
I had a similar problem when I created a new collision channel and object channel. The problem is that when you create these new channels they get set on every object in your game, usually to something like Block or Overlap.
You may need to at least go into your character and/or all the other actors in your game and properly set how they should handle the new trace/object channel.
Then restart the editor. This at least fixed my problem, hopefully yours as well.
answered May 27 '14 at 09:38 AM
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