Disable overlap between parent and child components (Melee Combat)

How can I set a collider to not overlap with all other components?

I have colliders attached to the character hand/weapon bones. These colliders have a custom collision channel named HitBox. This channel only overlaps with other HitBox objects.

The Skeletal Mesh collision object type is also set to HitBox. The reasoning behind wanting the hands/weapons having their own colliders that have the same channel as the skeletal mesh, is to be able to control the size of the collider and not be constrained to the dimensions of the skeletal/weapon mesh.

I know I can just check if the overlap is of the same character, that’s not the issue. But for performance sake I’d like to disable all overlap events between all components of the same character as to never have to bother checking every time they overlap.

Is this possible? If not, is checking every time they overlap going to even cause a notable performance hit? This is a Player character, and every game would have at most 32 players.

Have you considered to just add ignore self?
If it’s a weapon actor then make the character the owner and then pass in owner inside the weapon aside from self

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Is that ran on a tick? Would it be more cost efficient than an overlap bool?

Also, how does the engine define moving?

No it’s a one time call on begin play. It outright cuts the overlap from even occurring (for the ignored objects) so it should be performant.

And it will only ignore the actor itself. A clone would still register the hit as it’s not the same instance.

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