Box structure vs Collision box?

I am trying to detect which foliage instances does my flamethrower attack collide with.

I am using a system that scales a collision box along the forward axis, and checks collisions of this box.

This seems to work, but I have seen that there is the option of using the node “get instances overlapping box”, which does not work with a box collison but rather a box struct.

I see that I can create a box struct and determine an initial position and end position, which is useful too for my use, I could just expand the end position at runtime.

Should I use collision boxes or box structs?

Hey @carmanfer!

So… If it works as-is, I wouldn’t overcomplicate it. Also it is asking for an “Instanced Static Mesh Component” as the Target (input) so if you’re not using an instanced static mesh for your flamethrower(seems unlikely) this wouldn’t be useful to you, anyway. :slight_smile:
Hope this helps!