So, I’m at a little bit of a loss here and I’ve been scratching my head for a few days and I’ve been searching all over for an answer. So I have a playable character with a really cheesy form of a weapon that I cant seem to have it collide with a box that I have inserted into the level. I have 3 different presets for collision: Player, Enemy, and weapon. But for the life of me I cant seem to get the weapon to perform a collision with the box. The player will collide but not what hes holding. I have heard that the parent object collisions will override the child, but I am curious if there is anyway to do this? or call it in a blueprint? Any input would be appreciated, at least a way for me to check that the child object is colliding to call for damage in some way. Thanks
Bump bump bump
Nejibana… did you ever find a solution for this? Facing same issue.
Sorry, I don’t know why it took me so long to notice your question, probably too late since it’s been like a year lol. I had completely forgotten about this post been well over 5 years in like 4.9 when I was still cutting my teeth haha.
The problem was simple, the mesh I was using was just an empty mesh it had no collision box. Nowadays I use a separate collision blueprint that’s invisible in-game and attached to the player’s hand, and only activated upon animation. I don’t actually have my weapon meshes do anything, they’re just there to look pretty.
If you wanted to prevent a mesh from clipping into another object, i would suggest starting off by adding its own collision box and blocking all dynamic
Maybe you could help me with my problem, idea is very similar, I just browsed whole web and did so many combinations Child blueprint with collision