I wish to check the collision between a component(ScannerEyes) in the “HunterActor” that becomes bigger and bigger overtime and when it touches a Apple variable that is a reference to the “AppleActor”.
The print wont work and the ScannerEyes component is NOT supposed to be colliding with anything, just check the collision or trigger when in touch with other like how gas in game kills you overtime. In unity theres something called OnTriggerEnter and ive tried to convert that to UE5/4 but I have no idea how.
This is in the hunteractor blueprint and im playing with the ScannerEyes component:
Well I guess ScannerEyes need a way to collide.
If its a UActorComponent (Hover on the Blueprint to check) it won’t be able to overlap because it has no “real constistance” in th World. Only classes derivating from AActor have.
Instead of using a UActorComponent you could use an AActor, which would be able to handle Collision. Or use a USphereComponent (I think it’s called SphereCollision in the editor) which is, as said in the doc “A sphere generally used for simple collision.”
Tracing is really something you’ll need often, though. Better get used to it.
I’m getting dry, sorry.
You know, if you’re starting there are some topics to you should avoid to not be discouraged.
Physics is one of them. Network is an another tough guy.
I’m not saying you should not experiment and learn, but don’t expect good result if you’re not already familiar with the Engine.
Is it mandatory that your apple simulate physics? Is it just so she’s falling 'n rolling ? If so, just add an another SphereCollision to it and let it deal with the Scanner…
Yes, Overlaping checks get to the Owner. OtherComponent will return the SphereCollision.
It’s good to know, because if the Apple had multiple CollisionComponent overlapping this CollisionChannel it would fire more than once. To avoid that you can check the OtherComponent.
Dunno if it’s clear
Enjoy UE, it’s a versatile full fledged piece of art