I know, that switching collision takes some time and it is rarely changes the same tick change function is implemented.
For example if I need to switch off collision for a capsule to make character go throgh wall, it’ll have to wait for at least one tick before it can actually go. Same with overlaps. But how fast does binding unbinding works? Is it faster, can I bind event to overlap and not wait any ticks untill overlap occures?
To be precise, I have a sphere, which on overlap damages actors. The sphere is always persistent, but it damages only on certain player actions during certain amount of time (during roll for example)
There are two options:
- Switch on and off overlaps with Pawns, thus making this shpere damage them or not
- Bind and unbind damage events.
Wihich is faster?
I am making it in c++, but I guess in blueprints it is the same, so, yeah.