Collision Channels for Thrown Object

Hi all,

I’m currently creating a game based on thrown objects. Basically, I have it setup where you can pickup a ball and throw it, however, I need to be able to generate hit events when the ball interacts with another player, IE hits them.

I figured out how to generate damage events and the like, but now I can no longer pickup the ball because the collision is set to block.

I’m wondering anyone knows of a way to modify the ball so that it can be picked up, not generate hit events, and thrown. Then, once it’s thrown, I’d like to re-enable the block collision so it can generate hit events with other players while it’s in the air. Lastly, I need the ball to be pickup-able again after it’s been thrown.

The problem is, I want the ball to be in the “hit” state all the time, essentially, and only transfer to the overlap state when someone is close enough to pick it up - but I don’t know if that’s possible or how to do it, and am looking for suggestions.

Any help would be much appreciated, thank you!

Hi ghost town that is UE5 (maybe I just ask bad questions)…

I solved this on my own. Basically, I created a switch that would modify the collision profile of the ball to switch between BlockAllDynamic and Projectile. Then, I created a new sphere component which only overlaps and made it larger than the OnHit collision profile. Then, when I picked up the ball, I switched the collision profile back to the Projectile profile and set it to the OnHit profile when it was thrown again.

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