So the set up I have is a GeometryCollection box the inside piece is a sphere meant to be a collectable. The design idea is that the player will smash the box, the sphere will roll out and they can collect it to gain some Health back. The sphere, along with the box structure is part of the same geometry collection and what I’m trying to detect when the player collides only with the sphere
The thing is, what I did works, but I feel like it’s a little janky and could be improved so I’m looking for tips on how to do it better. There’s also a few features missing.
First on the Chaos Break event I set this boolean to true
Then on Event Hit I execute these commands. I check the IsBroken and also if it has been collected. After that I check that the collision is between the geometry collection and PLayer Character. If everything is true I then check which “bone” the player collided with by Bone Name. If all of that is correct I execute RecoverHP on the player blueprint, set HasBeenCollected to true and put the rigid body to sleep.
I’m not sure getting the bone from the name is the best idea it just feels like it could cause problems (it’s just a gut feeling and not based on any real knowledge). I also haven’t figured out a way to actually delete the bone that was interacted with after it has been collected so that the player doesn’t try to get it again (if I can’t do that, I’ll just change the texture)
Any ideas on how to improve this would be greatly appreciated. Thank you very much!