okay so I have an enemy Ai who rolls, i added a sphere collision that is quite wide so you hear it coming from a distance, however I have a ragdoll effect when the sphere collides with the player character and I need that to also be tied to a collision, but a much MUCH smaller collision… how would I do that? I assume I can’t have to collision on one actor?
in theory you can have as many colliders on an actor as you can logically make sense of, and you can account for the issues that can occur from this by utilizing collision presets.
in any scene component that has a collider you can go down to the Collision section in the details window and look at the preset, and modify it if needed.
here is an example from one of my projects:
I have added a collision channel for “Attacks” but that is not utilized for these. this way my Interact collider I use to determine if there is an object to be interacted with while the Capsule Collided is used for general character stuff.
the big thing you want to consider with multiple especially overlapping colliders is that they do not occupy the same object type, or that the presets they use do not “block” or “overlap” the other colliders. and if you are going to enclose multiple colliders inside others you probably don’t want them to be Overlap, or Block on the Trace Response
channels
so in the example image: the Capsule is of Object Type “Pawn”, and the InteractCollider is of Object Type “World Dynamic” even though the Capsule is set to “Block” World Dynamic because the “InteractCollider” is set to “Ignore” Pawn the interaction will be ignored. here is some additional reading if your interested
Collision in Unreal Engine - Overview | Unreal Engine 5.0 Documentation
if you are going to be using Overlap events for these you can do a little trickery where in the OverlapBegin()
you check the OtherActor against self
and if it is the same do nothing (might require the same with OverlapEnd()
but that would only make sense if the colliders were to some how come apart.
HUGE HELP! Thank you
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