Hello,
I have two kinds of Collision, which are interfering I think. The swordCollision (the collision when attacking enemys for example) is working perfectly. Now I wanted additionally to add the pick up/drop weapon system. For this to work, I added the PickUpCollision(SphereCollision) which indicates the radius, from where I can pick up the weapon when lying on the floor. This worked perfectly as well, but unfortunally this kinda “deactivated” my sword collision. My animations are still working, but the Notify with the damage state in the AnimationMontage doesnt trigger any more.
Here are some Screenshots.
SwordBP (Every weapon is a children of this):
I personally think it’d be better to fire a small sphere trace over x distance when you do the button press, since you know you need to be looking at it and you also know you need to wait for a button press. You could put some small sphere collision on the pickup objects through a common parent (BP_PickUpObject) so you could have a bit of a forgiveness to the look logic.
Putting this logic all on the character is a bit of a design problem too because of how UE handles blueprint references. If these objects, for one reason or another, aren’t loaded into the scene, you’re still referencing them, and that’s a waste of memory.
If that doesn’t make sense, let me know. In short, don’t use an overlap volume and GetAllOverlappingActors. That’s pretty expensive. Just use a sphere trace from the player’s viewpoint.
Could you please explain this a bit more detailed?
Maybe even with some Screenshots? I just started a few days ago with UE so Im not very experienced, not exactly sure what you meant.