Pawn collision remaining after destroying static mesh
Hi, I'm turning around an issue that i can't resolve: when i destroy an actor containing a static mesh, the pawn collision remains.
I tried removing the collision inside blueprint before destruction and many other stuff but nothing works.
If someone would have an idea i'd be very grateful to him!
Here is my projectile:
Here is the actor i destroy:
The destruction is working fine, the problem is the collision!
asked May 25 '19 at 03:26 PM in Blueprint Scripting
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