Having more than one collision component doesn't work
hey guys, I'm trying to replicate projectile behaviour from Overwatch and I'm having difficulty getting it to work.
What I'm after is quite simple. I have a projectile with two collision components.
The first large collision component (called Primary Collision in the screenshot) is being used to detect when the projectile has hit another player (being able to control the size of this allows me to dial in how easy it is to hit the projectile).
I'd like the second small collision (called Secondary Collision in the screenshot) to be used for the physics of bouncing off walls and rolling on the floor.
My approach was to have the two collisions have different collision responses (primary blocking pawn and ignoring everything else, secondary blocking everything) but currently any collision component other than the root component is completely ignored. This means that if the primary is set to ignore the floor, despite having another component which should block the floor, the projectile will simply fall through the floor.
Any ideas on how to solve this?
asked Jul 26 '16 at 09:31 AM in Blueprint Scripting
the issue is the physics engine that uses the root collider for hit collision by default. The root component gets moved so the root needs to collide. Every other component (incl colliders) else is just attached.
So you only need to exchange the colliders to have the Secondary Collider as root component. Then you should be good to go :)
I have a similar setup within my project with 4 colliders. If you have your custom movement you need to consider your root collision too. Because you want to avoid moving through walls by checking the sweep option that handles blocking collision for you.
You will have only one hit collider anyway. Every overlapping component is used by yourself, so you can nest them whereever you want to.
Hope that helps :) Marooney
answered Jul 27 '16 at 11:46 PM
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