I saw this and figured it should be fixed by now:
But I can’t seem to get a collision call when it hits a bsp, is there a workaround to this?
I saw this and figured it should be fixed by now:
But I can’t seem to get a collision call when it hits a bsp, is there a workaround to this?
Try to add blocking volume around the bsp and change the collision to “block all”.
Hi ,
Buscas31 is correct. BSPS are hollow and as such do not respond to trace events. You will have to add a blocking volume to the bsp to be able to simulate hit events. Alternatively, you can (and inevitably should) convert your bsps to static meshes. By doing so you will enable that mesh to be hit by traces utilizing it’s own collision.