What I’m currently doing:
The camera collision channel doesn’t seem to ever trigger for overlaps, so I made a custom camera component where a collision box is attached to it (this is a top-down game so the view won’t change in any significant way to warrant more complexity), sized to the current screen resolution.
While actors do get sensed in overlaps with this method, there are two problems I can’t seem to get around:
- There is no way to view the collision box–it’s a UBoxComponent with
Hidden in game
unchecked, but it’s still hidden (no matter what size it is and how thick I make the lines). This makes it super hard to debug. - Things that are already overlapping with the volume on BeginPlay() don’t get the overlap enter/exit events. Even when I change its box extents during runtime with
bUpdateOverlaps = true
, there are still no events occuring. I have to manually scale up the extents by an arbitrary number during tick until it gets to the size I want, but that seems non performant.
Is there another way to go about this?