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Collision/DestroyActor Help Needed.

So I’m working on a basic game.
I’m trying to incorporate a power up, that when it collides with the player ship it activates it (Pic 2). The problem is that I already have a hit event active on player ship for when it gets hit by enemy bullets. I’ve got the player ship, enemy bullets and power up all on the same layer at the moment. I suppose I was wondering if there was a way to specify or differentiate between the player ship colliding with the enemy bullets and the player ship colliding with the power up, because at the moment when the player ship (check Pic 1) collides with either of them it reacts the same way, which is not what I want. I was thinking about making the target specifically the bullet pawn but I couldn’t figure out how to do it.
Any suggestions, or specific questions about it please feel free.

Hmm, i write what i would do, but that has not to be the right/standard way, but i am also open for suggestions.
Health setup Float + Bool when dead.
Reduce health for specific events collision -100% = death, bullet hit-x%.
You could also use tags for that Google
Or set up seperate collision channel trace/object Google
:slight_smile: