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    Disable collision after simulating physics

    Hello everyone. I hope this is the right place to post this.

    I am working on a side scrolling shooter in 2.5D.

    When I shoot and kill my enemies, they ragdoll, which is pretty neat. The problem is, since my character can move only on the X and Z axis, the ragdolled bodies get in the way and weird things happen like shooting my character across the map and weird behaviour if I walk over them.

    Is it possible to disable all type of collision while keeping the simulated physics? I.E.: I want my character to be able to walk through these ragdolling bodies.

    I have tried several ways of using the Set Collision Enabled node on my AI character. It works for the capsule component (will stop registering hit/overlap) but If I do it for the mesh, the AI character just stops moving entirely. I do destroy my actor after a few seconds just for conveniance but I'd like to be able to walk over them as if they were'nt there.

    Thanks!

    #2
    Originally posted by r0stro View Post
    Hello everyone. I hope this is the right place to post this.

    I am working on a side scrolling shooter in 2.5D.

    When I shoot and kill my enemies, they ragdoll, which is pretty neat. The problem is, since my character can move only on the X and Z axis, the ragdolled bodies get in the way and weird things happen like shooting my character across the map and weird behaviour if I walk over them.

    Is it possible to disable all type of collision while keeping the simulated physics? I.E.: I want my character to be able to walk through these ragdolling bodies.

    I have tried several ways of using the Set Collision Enabled node on my AI character. It works for the capsule component (will stop registering hit/overlap) but If I do it for the mesh, the AI character just stops moving entirely. I do destroy my actor after a few seconds just for conveniance but I'd like to be able to walk over them as if they were'nt there.

    Thanks!
    If you search, there are three nodes for Setting Collision Responses, to either Profile, Channel, or Object
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