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How to ignore component collision with other Root components?

I'm trying to make a system for a fighting game, and I need a bunch of spheres to get a more accurate collision representation of a model.

I have some blue spheres for getting hit, and some red ones for inflicting damage.

If red overlaps the blue collision shapes it should register a hit.

I have the separate collision channels set up for this and the detection is working, but the character collides with it's own collision objects, instead of just the ones from the enemy.

How do you disable collision with other root components?

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asked Jun 12 '14 at 05:31 AM in Blueprint Scripting

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Could you use 4 channels? blue_player1 red_player1 blue_player2 red_player2 Then the red/blue for each player would mark them selves as ignoring any other channels from that same player?

If you want to have multiple characters there would likely still be a common team that they are in, and so you could still share channels.

Let me know if you're still having trouble.

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answered Jun 12 '14 at 03:45 PM

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[Epic]Ori Cohen STAFF
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avatar image Gabe687 Jun 12 '14 at 10:37 PM

Thanks, I thought about that too, but I still don't know how to change the collision channels depending on the character. I'll keep searching.

avatar image Gabe687 Jun 14 '14 at 08:01 PM

It worked now, using the 4 collision ID setup. I have to make a copy of the character and change it manually still.

I don't understand how to get who the other character is, and have the collision change automatically.

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