Hi, I’m making a simple 2d space invaders-esque game for an assignment I’m working on. I have a ‘Boss Ship’ which deploys a bomb, after a time, the bomb stops and explodes sending up to 12 shrapnel actors in different (equal angles) directions
My problem is, I’m unsure how to affect the movement of one shrapnel actor without it having the same effect on all the other spawned actors. I tried using Instanced Static Meshes until I discovered that these can not be moved after run time. I had the logic working, but the Update Instance Transform would not work.
Since you are in 2D, you might need to adjust what axis that is rotating on, but the idea will be the same.
At the moment your projectiles won’t collide with anything, but if you set the collision sphere to BlockAll, they will collide with eachother since they are spawned in the same location. So one way to fix that would be to add a new collision channel in your project. In project settigns, go to collision, and add a new Object Channel, call it Projectile.
Then go back to your BP_BombShrapnel, click the sphere collision and set it like this:
How it looks: http://imgur.com/a/spv6m
You could reduce the velocity and speeds to get a slower shrapnel too obviosuly