I have an airplane which is driven by a simple Set Actor Location logic. For detecting “collision” with obstacles or projectiles I use overlap events.
All is fine except landscape doesn’t seam to generate any overlap events, even “Generate Overlap Events” tick is absent in it’s settings, so assume it’s not suppose to be working. So to detect cases when airplane smashes into a ground I need to enable physics on it and now rely on Hit events instead of Overlaps. Which kind of work but something else is happening - as airplane get hit by a projectile, it gets forces applied to it and continue to drive it using Set Actor Location is not working well after that, as you might guess.
I see two solutions:
get overlap events working with landscape, which I have zero clue how to setup now, tried many different combinations
find a way to zero out physical forces affecting airplane when needed
Well, after thinking about overlap events and landscape - taking into account what engine would have to do to find overlaps and the amount of the events that would be dispatched because of the amount of objects you can have scattered around landscape, I can safely conclude that it’s not possible.
I don’t see any ways how physical forces can be reset except switching Simulate Physics on/off. Which might be an option. Otherwise I have to detect “collision” with landscape using RayTrace, which have to be done separately for each wing, fuselage, tail and etc. sound like a potential performance hit.
I’ll try switching Simulate Physics on/off and see how it works.
Tried switching Simulate Physics on/off, didn’t helped. It seams that whichever force was applied to the physics body, it stays with it regardless, even when you switch physics off. It won’t be driven by that force if Simulate Physics is off but as soon as you turn it on, stored force will start effecting it.