So i have a interact system with a box collision that checks an object has interface or not i also have a cannon that fires balls. But because my interact collision is big the ball that cannon throws hits damage before it comes to my character.
So how can i prevent this? My cannon ball blueprint looks like this
Hey there @30quickdead! This slight modification of your BP code could allow you to check if the overlapped component is the capsule itself. Hope this helps!
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Yeah that would work but i want to exclude my other collision not include it, because there are other enemies and some enviroment that gets damage, so it wont work on my case sorry for not pointing that before. I saw that you can add new collision presets can it be done that way do you know it?