When a blocking projectile is spawned inside another actor, it always pushes it. Are there any ways to tackle this issue? I am using “Event Hit”, and I would like the projectile to not interact with the actor’s physics.
I tried destroying the projectile on hit on the server, but on clients, it still pushes the actor. I also tried forcing no collision on clients at Begin Play, but the result is the same.
Some projectiles tho, like a sticky bomb, don’t get destroyed instantly, so a better solution is needed.
Thank you for the quick answer, that’s the way I ended up doing it and works fine.
I use BeginOverlap when interacting with pawns and OnHit for the rest of interactions. So a hybrid approach to avoid enabling generate overlap events on every actor.
Set the projectile to ignore the collision channel on wich the actor it’s coming from is set to. This is a great opportunity for custom collision channels. Example setup a player, enemy, and project collision channels. Set the projectile to block everything but ignore the player. To go further, you could set it to overlap the enemy(then cause damage) ignore the player and block everything else(and destroy on hit)