I have an Spawner Actor which consist in a box component, the gamemode will spawn there zombies. All is working perfectly, but the problem is that I don’t want the player to enter the spawner, the zombies are also pawns, so they share the same Collision Channel, I have created a custm one, and assigned it to the player, but then I have lost all the advantages using the pawn channel has, for example, I have to set manually to overlap the channel ECC_Character in the trigger volumes I have. Is there any way to do this without having to change every volume in my level?
I’m fairly new to UE, so please ignore me if this is nonsense.
But the first thing I thought about was if it is possible to override the OnHit or OnBeginOverlap event of the Spawner and decide if it should block based on whether the OtherActor is a Player Actor or a Zombie Actor?
I have found the solution. Just go to DefaultEngine.ini and whenever it says (Name: “Pawn”, Response: “ECR_Ignore”), add your collision name and the same response. Do the same with the lines with Response: “ECR_Overlap”. Then in code just set the collision object type to your collision channel. Hope it helps
Nice. Thats easier than I thought.