Screen capture - fc0917ac21ac9184ce84733095ff4a0a - Gyazo the red guy and the playercharacter are both a child of parentBP. the sword is a skeletal mesh and it’s from the infinityblade weapon pack
when i do a print string, it shows that the sword is overlapping.
it seems like they are using same weapon and the game considers the weapon in the red guy’s hand and the playercharacter’s hand to be the same object, therefore they are both getting hit by the swords on the other pawn’s hand they are hitting each other
in short, they are holding the sword and the game thinks that both of their sword is the same object so basically pawn 2 is hitting pawn 1 because pawn 1 is holding pawn 2’s sword and pawn 1 is hitting pawn 2 because pawn 2 is holding pawn 1’s sword
this is the BP for the overlapping events
can anyone figure out why this is happening, if it is supposed to be like this and how i can fix this?
would replacing the skeletal mesh with an actor component make the swords that they are holding different objects?
edit: i tried creating another character and tested what i have. it works fine and it doesnt register hits on the new pawn that is not a child
i also tried moving the sword in the viewport far away from the character but it seems like it is still overlapping as it is “part” of the character