I want to be notified if, say, a destructibleActor blows into pieces, and one of the big chunks falls on my pawn’s head. You can pretty much figure out what kind of scenarios we’re talking about. I’m having trouble figuring out what combinations of collision channel settings and event registrations to use to get at this.
“Hit” event doesn’t quite work out nor does “overlap” unless i want the chunks to pass through the pawn (which I don’t).
hey, im struggling with the same. have you found a solution?
No, and we haven’t been working with this in quite some time so I can’t say at all if there’s a current solution or not. Last year, when I was looking at this, the destructibleActor system I found to be surprisingly fragile and seemingly incomplete, but I don’t know that this still is the case or not.
You need to check for the object name from the other component that hits your player in his head collider.
For Destructive Meshes, it should be ‘DestructibleComponent0’ but you can run a print string to make sure.
What collision channels are required for this setup? I’ve got my implementation of a “HeadCollider” set to block all dynamic, which blocks Destructibles, but the onComponentHit is not executing?