Efficient way to check a collision with anything at all?

I am trying to get a sphere collision to fall down and spawn orbs when it hits anything.
Right now I have the collisionsphere set to “OverlapAll”.
This is so that if a projectile travels through the collision, it will travel on uninterupted, but still trigger an overlap.

The ground (StaticMesh) of the default third person template does not trigger the overlap unless I set “GenerateOverlapEvents” to true.
Was this turned off for performance? So would it be a good thing to have all environment props set to “GenerateOverlapEvents”? Or would this be bad for performance in the long run?

Another option I thought would be the solid sphere in the middle. It bounces off everything, including that StaticMesh that acts as ground.
Is there a way to get a signal whenever it bounces? Then I could also use that as a trigger to spawn orbs.

I think I can get get the spawning of orbs working, but I need to know how to get the signal that the Actor collided with anything at all.

For projectiles the collision has to be the root component for it to register collisions by default. Move it to the root and then parent the static mesh to the collider.

BounceHit.zip (71.8 KB)

Thank you for going through the effort of explaining it with a small project.
It really helped!

It did take me some time to dissect what was happening, and replicate it in my own project.
Also my project got corrupted, and I had to redo it.

One difference I finally found is that you had the “Simulation Generates Hit Events” on true.
I missed that one in my project.

Overall it was very helpful to see the project of someone else and how they code.

SphereCollisionFinal03

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