I am growing the circle and would like to apply an impulse to hit physical objects when it hits a object, however it doesnt really work and says "circle has to simulate physics for it to work, but I dont want the circle to simulate any physics)
here is a gif, so I want all physics simulating objects to get a good knockback as soon as the circle hits them
any pointers would be appreciated
TD:LR, I would love to know how I could get all objects to get a good knockback when hit by the circle.
Use a cylinder, but detect overlap and give the overlapped objects force in the direction calculated from the center of the circle. Look at would do it…
Did a set up again, and as you can see on event begin overlap, I am trying to print the boxes names to test if the overlap is working but unfortunately it doesnt print anything. I dont know why. Was set to block all boxes have physics and also check for overlap events.
added your set up with a test impulse and it just doesnt work it doesnt return anything, I noticed also that if I disable physics on the boxes the cylinder is just overlapping them. I set it to block all.
Is there a cylinder collision primitive? Cause at the
i cannot find a cylinder collision shape, therefore I am using this cylinder static mesh. Is it possible that a static mesh begin overlap check doesn’t work? If its not too much work for you, can you try go get a collision response with a growing mesh/instead collision volume (i set it as a root) and see if the collision still works? For some reason it doesnt work on my end so I am trying to see if someone else has the problem with a mesh.
many thanks!
edit: the reason I am using a cylinder is because I am trying to mimic those boss battle ground pounds that trigger a shockwave you have to jump over in order to avoid taking damage. Using a sphere would defeat the purpose and a box collision would maybe be too punishing