Generate overlap without generating events

Hello, I’m trying to create a car vehicle destruction by using morph targets. Basically, I’m using box collision and when it overlaps with another object it should change the value of the morph.

Everything works good, but the problem here is that I need to tick “Generate overlap events” In almost every single object in the whole environment, so that the vehicle can overlap with it and fire the “on overlap event”.

Is there another way to get that done? for example to just have an event like “on collision with any object”.

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That is probably not a.bad way to go actually.

But it might be more useful to set a collision type and collision channels on each object because a blocking collision hit will alsongive you info such as what location was hit and at what angle. And it also automatically blocks the movement or bounces off.

If you find it tedious to do this on every object in the world you can do a couole of things

1 select multiple placed objects and edit them all simultaneously. I think there is an option to do this in the right click menu called property editor or properties table or something.
And Maybe you can just edit them all at once when multiples are selected from the World Outliner pane by setting the values in the Details Pane the same as you do for a single selected object that was placed in the world.

2 or you can create a bluprint class when you can select the static mesh of the object and it has all the collision settings the way you want it by default.

Maybe one of those ideas can speed up your workflow.

Thank you, maybe I’ll do number 1 to speed up the process, but will it not gonna affect the performance badly? Every object in the world ticking & checking it’s overlap…

Dont have to do it on tick event. Just use Onbeginoverlap event.
I dont know if the engine has to tick to check for those but you don’t have to put them in any kind of tick

Yea, I’m not of course, I’m just afraid if the engine is doing that automatically and that the overlap is expensive in performance, especially if every object in the world have it.