I’ve run into an issue and I can see a number of ways to solve it, but I want to know what the ‘correct’ strategy is.
In my game, players can pick up battle hammers. This is done by means of a sphere component around the pawn overlapping with the weapon. It is then automatically equipped to the pawn.
The player can strike the ground with the hammer and deal damage to other nearby players. I want the damage radius to be quite large so I have added a large sphere component to the head of the hammer which determines the hammer’s range. Any characters overlapping the sphere are in the range. BUT, the problem I’ve got now is that now I get overlap events from the hammer from a big distance which means that the pawns pick them up from too far away.
Is it normal to have more than one collision component attached to an actor? If so, what scheme do you use for filtering out the spheres you want to ignore? Or am I approaching the whole thing from the wrong angle?