Hi,
In my 2D game, I have setup collision successfully so that I can shoot an alien with my spaceship laser. I’ve created a box component as my root component on my alien sprite and implemented the overlap delegate function. So far so good.
My question is this. If my sprite is setup as “Tight Bounding Box” as the Collision Geometry Type in the sprite details screen, then surely UE4 must have setup these details somewhere in the code or asset? Why do I need to create my own custom box component?
I have asked this type of question before. I actually want to use “Shrink Wrapped” collision, but do I have access to this configuration information in my C++ actor?
I have tried setting up overlap checks on the primitive component (which I get with FindComponentByClass<UPrimitiveComponent>()), but collision doesn’t work on it.
If UE4 does not supply a collision component, then I’m thinking I could add additional box components to my actor, with smaller box regions, to get pixel perfect type collision.
How do others do pixel perfect collision using Paper2D?
Thanks in advance,
M.