I’m trying to make a click-to-move system that spawns arrows and moves the character to the clicked point.
the game is top-down (more like isometric) with adjacent rooms hidden, showing only the room where the character is in. I’m using tags to do this, by checking the tag on the ground actor character is stepping on, showing all meshes with the same tag, and hiding all different tags (except the character).
the problem is that the walls in front of the current room (which are hidden, shown in red) still block mouse clicks, and so the part of the visible floor behind those walls don’t register the click to move.
I tried using a specific trace channel for floors and setting walls to ignore it, but then the current room’s visible walls don’t block the clicks, and the hidden floors of adjacent walls (shown in green) will still register the click, which I don’t want.
I suppose if when I hide a mesh, it would stop blocking clicks in the visibility trace channel, it would work just fine, but hidden meshes still block visibility trace clicks. Is it how it’s supposed to work?
I tried finding a way to manually set the meshes to change the response to the visibility channel in runtime, at the same moment as they are being hidden/shown, but couldn’t find it.
How could I set this up to work properly?
