Update collision box of projectile breaks when flipbook changes in blueprint

I have linked the change in the flipbook of the projectile to the damage of the projectile, which increases damage based of of the charge function. However when the flipbook changes to either the green charge shot or the blue charge shot it loses it’s collision properties, going through walls and enemies alike. How do I change/update the collision? I have tried adding extra collision components for each flipbook but don’t know how to activate it… On impact of hitting enemies I will also update the flipbook for each blast type to show impact, but first I need to know how to fix the collision. I deleted the extra collision components and other various solution attempts because there were too many to explain and I didn’t necessarily understand my own attempts.

You mean the zero slash? I only did the first tutorial level so I ignored any zero functionality - but since its a one frame attack just checking overlaying actors in that frame should work fine, wall slides and jumps I implemented quite badly - so I dont have a good answer right of the bat. But what I would perhaps look into it setting an int value depending on your current movement type, (on ground, in air, on wall, etc) and then using that to change the event called from activating inputs - that should allow for wall jumps/slide etc.

I dont know if there is messaging thing here, but since Im subscribed to the question Ill hopefully see the comments here.

I’m recreating mega man x for educational purposes. Using 3 flip books for one projectile: yellow bullet, green blast (charging), blue blast fully charged). How do I update collision box for the new flipbook? Right now if the flipbook updates then the original collision box breaks and it goes through walls, no collision.

I will post screens when I get home

update, the green blast does have collision, the blue blast does not

I see nothing that should directly cause the collision to stop working just by changing the flip-book being animated, but I would strongly recommend to not set the flip-book type on each update tick, for very frame you are atm setting the flip-book first to green blast, then blue blast, and doing 2 if checks in between, you should realy only need to set that once, so either do a do-once node or perhaps more cleanly set that in bp dude when you spawn the projectile.

Just to remove possible problems I would also make sure that the images used in the flip-book has no collision, and remove the is simulating physics check after the event hit, instead you can select what the bullet should collide with by setting the collision up to block only what you want it to block.

In short there should be no difference whatever the flip-book does, it should have no collision set and generally only need to be a visual representation of the shot.

// as a side note, recreating mega man x is a good idea, did the same thing a while back - was quite helpful in widening my understanding of good controls, hope that helped, if you got more question I could probably help. glhf

Thanks so much for your response! I also appreciate your advice, I think I understand but I dont have time yet to attempt to implement it, night shift, slumber calls. Could I ask more advice? When you recreated megaman to widen your understanding how did you implement the slashing with the light blade? I have other questions like wall slides and wall jumps, but I’d like to attempt those before asking. Would I be able to message you on occasion?
(is messaging a thing with these profiles? I don’t see that option) I will work on this more when I get off work tomorrow morning.

I’m sorry I haven’t responded, my laptop died not long after my last reply. I have recently been gifted a wonderful desktop but haven’t gone into unreal recently as I’ve been taking a class in blender. I will hopefully coming back to this at some point between school and work. I would once again like to point out how much I appreciate your answers and kindness.