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how Ignore mask in collision query params work?

 /** Extra filtering done during object query. See declaration for filtering logic */
 FMaskFilter IgnoreMask;

 /** This filter allows us to refine queries (channel, object) with an additional level of ignore by tagging entire classes of objects (e.g. "Red team", "Blue team")
     If(QueryIgnoreMask & ShapeFilter != 0) filter out */
 typedef uint8 FMaskFilter;

Solution: Actor Team: team A and team B

TestActor(Team A) preform physics overlap detected with sight range, return actors only with team B

So how can I use IgnoreMask to filter actor with team B(like comment: e.g. "Red team", "Blue team")

Product Version: UE 4.14
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asked Dec 01 '16 at 06:59 AM in C++ Programming

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avatar image roshan_Ex Dec 03 '16 at 06:50 AM

Is there a way to get TestActor with spe tag with a phy overlap function? Normally, get all Test Actors with array of Overlap result, and then loop for each TestActor and filter with tag. Like:

 TArray Results;
     if (MultOverlap(Results, ....))
          FilterResultsByTag(Results, "SpeTag");
avatar image roshan_Ex Dec 19 '16 at 03:47 AM

Someone help!

avatar image Zico.Liu May 23 '18 at 01:56 PM

Does anyone know how this works? as I'm trying to use it to disabled collisions between groups of actors, and there doesn't seem to be any documentation for this feature.

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answered May 23 '18 at 02:00 PM

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avatar image Zico.Liu May 23 '18 at 04:25 PM


Yes I have tried setting the components of the first group of actors with SetMaskFilterOnBodyInstance(1) and SetMoveIgnoreMask(2)

and for the second group SetMaskFilterOnBodyInstance(2) SetMoveIgnoreMask(1)

I'm still getting collisions between the 2 groups, unless there's something i'm missing.

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