I am trying to spawn projectile, and make ignore it’s owner, but i don’t quite know how to do it. Im trying to do something like this:
FActorSpawnParameters params; params.Instigator = Controller->GetPawn(); World->SpawnActor<AProjectileActor>(SpawnLocation, FireDirection, params);
And then in the projectile class, invoke IgnoreActorWhenMoving method.
if (GetInstigator()) m_CollisionCapsule->IgnoreActorWhenMoving(GetInstigator(), true);
But it doesn’t work at all. Could someone explain to me how does this FActorSpawnParameters work ? Is it passed to the spawned actor and can be used ? Or am i missing something ?