Alright, I got my phasing (blink) locomotion working:
Now I need to limit player to where (s)he can and can not go. Initially I thought of making a mesh in Blender that covers floor (or anything else) where player can teleport to, make it invisible and do collision filtering. Now I think I’d want to have something I can easily reconfigure inside the Editor, and such pre-made mesh doesn’t seems to be an appealing approach any longer.
What I am thinking now is to place overlapping trigger volumes in the areas I want player to be able to navigate to, and check if trace hit is inside those volumes. I am thinking since I have an actor at the end of the trace, I could just do the check for that actor, but I am wondering if there is a better way ?
Also wondering how to I check for “being inside” since there are only begin overlap and end overlap events
Another question is how to detect that I am hitting an Actor (or component), so I won’t be able to teleport on top of those (unless it’s an actor that makes up level geometry). I know there is Hit Actor in Break Hit Results, but I wonder if I can tag actors and check for a tag or something (like “world” tag, which would mean it’s ok to teleport on that Actor/Component)