I have a player controlled mesh that needs to detect collisions with static objects in the scene.
However, it seems that I can only generate collision or overlap events with non-static objects such as physics actors.
I don’t want to make every wall and static piece of geometry in the scene a physics actor for obvious reasons…number one, these things are supposed to be immobile, and number two, for computational reasons. What am I missing?
Below is a more detailed example of my problem:
In my scene I have three static meshes:
-
A wall, which should be immobile.
Simulate physics: off
Collision: Block all -
A ball, which can move around and be blocked by the wall.
Simulate physics: on
Collision: PhysicsActor -
A mesh attached to the player (not a physics object), that needs to generate a collision event when it hits anything in the scene, such as a wall or a ball.
Simulate physics: off
Collision: BlockAll except Pawn
I set “simulation generates hit events” on all three objects.
What happens?
The ball bounces against the wall (good), the player controlled mesh fires a hit event with the Ball (good), but does NOT fire a collision event when it hits the wall. Arg. How can I detect it?