Collision enable = NOPE

Hey guys !
I’ve got a collision capsule, set OFF at first & when i’m using a special animation this capsule should be set to ON to apply damages… but it seems like it is never set to ON even with “collision enable” in blueprint.
But if i set it ON at first, it won’t turn off & i’m applying damage even without using my animation…
Hope someone can help me…

EDIT : Tried with always enable & switch ignore to overlap when i need it… but it’s the same, like it doesn’t want to get the collision node…

131444-collision.png

I’d recommend adding and Using collision channels (In the project settings) so you can determine and manage overlaps in the best way.

I believe you already checked out Overlap/Ignore/Block in the Unreal Documentation, And I believe (Hope) collision channels is what you were missing.

In general- Add a collision channel and set it to Ignore by default, Make your object type to be of that channel…

and at collision responses make it so it overlaps with itself. (Or any behavior you would like) so You can set things you want to interact on the same channel.

(or better yet make 2 channels that ignore themselves and interact with each other)
I hope this helps…

Cheers!

Already tried this way (wrote in the EDIT part, maybe it wasn’t clear ^^) i can’t get it working… it’s like it doesn’t care about “set collision enabled” or “collision response to channel” in the blueprint part…

Can you post the collision settings of the thing that you are not colliding with ?

The overlap does work if i set my weapon collision to ON… but not with anything in the blueprint part :confused:
I must do something wrong somewhere, but i don’t know where :<

I’m just stupid… with all my modifications i changed so many things. And finally it was just the wrong “object type” in the collision tab…