Hello i been working on this issue for a week now.
And for what ever resson when i try to turn off collision on a Destructable i have in a derived AActor::.
It don`t change and it keeps coliding with everything.
I was thinking that it may be due to the fact that its just a chunk of the the destructable mesh.
So i whent hunting for the solution in the PhysX/APEX API but was not able to find anything for turning of collision.
Turning off collision for the entier mesh whould work fine, but i stile need collision on one a other component (USphereComponent:
Awsome i will try that soon as am off work.
Thanks
Edit: Sorry for the delay am having some small problems updating my project to 4.5. I will be back soon when i have tested your sugestion.
Thanks again.
Changing collision response on a destructible at runtime is not really supported at the moment as it’s more complex than the simple rigid body case. We’re planning to add this eventually.
For now you should be able to set the collision response in the editor. The collision response will always pick the least blocking response. That is, if A and B collide and A is marked as ignoring B, it will not matter what B has selected.
Hello so i got it half working now.
I Made a new Object Type and it defenetly works.
I am stile having isssues i think UBoxComponent and UCapsuleComponent changed in 4.5.
Since now if i have a box / capsule over the destructable thats set to only overlap. The mesh under never recives the Hit event so am guessing i need to mess more with the Costume Object.
PS: Am keeping this unresolved until i have it working.
The solution we ended up using was a work around realy, and its done with Ridgid Bodys instead of destructable mesh.
It gives us the controll we need and it looks almost the same.
I like to add that the sugestion from did work as long as it was changed before the mesh ever got hit/ (partaly destroyd). And in this case it was not exacely what we needed but thanks again and Ori Cohen.