Make actor not generate a hit event

The first things that comes to mind is to check whether you’re bouncing against the sphere container. If you are, do not change the material, if you’re bouncing against something else, update the material.

This would look like a simple if conditional. You could drag a wire from Other Actor > Get Class and compare it against Sphere Container class.

Hi guys, I have a setup as shown below:

So the setup would be that the static mesh component stat1 will take the material from any actor it collides
with in game.
On a separate BP, I’ve set up a sphere with inverted normals to make a sphere container which blocks
the component, which means the component will be bouncing around inside the sphere container.

Trouble is, the component stat1 keeps taking the material of the sphere container when it hits it. I want
the sphere to block the component, but also to prevent the component from taking its material. Ive searched
the net for solutions: assigning invisible materials or setting up a custom object channel doesn’t work.

Ive come across IgnoreActorWhenMoving but I’m not sure how to set it up… Second is
can a static mesh be assigned without material? Ive been thinking about making the sphere
not generate a hit event for the component as well.

Any tips or help will be welcome, I think my problem has a very simple solution I just don’t know
it yet. Im new to UE4 or coding in general so any help is greatly appreciated!!

Thanks for the quick reply. Ive checked the game and the component is bouncing off the sphere container( named blk).
What do you mean by updating the material?
How would I wire what you’ve suggested within the BP? I’ve only figured out the one below:

Do a branch from that red bool. You’ll get 2 execution pins - True / False. True - do nothing | False - update material as you are already.

It worked! Turned out to be really simple- thank you so much!