So I have a static mesh component with a collider attached to a motion controller component. I this to collider with other movable (really just hidden and shown) static mesh components placed in the world. Nothing is moved by physics in the world.
How can I get either hit or overlap to trigger no matter how fast the motion controller is moving? Currently with CCD enabled and physics substepping turned on I still fail to get overlaps when moving very fast. This appears to be because the motion controller teleports to it’s position. Is there a way I can disable the teleporting or should I sweep / box trace from the previous point to the current point? I’m using on overlap at the moment as on hit doesn’t seem to trigger for me.