Hi there,
This odd behavior is generally caused by collision between projectile “collision sphere” and enemy capsule (“pawn”). Check if your projectile has collision sphere the blocks “pawn”.
Hi there,
No problem, thanks for sharing that video. In time 0:10, your collision settings are not ideal for projectiles hitting character capsules: Wordstatic and Block Pawn. This is equivalent to throwing rocks at very high speed and your enemy is not simulating physics on impact (using ragdoll techniques). So, try to change your the settings of your “sphere” component (the sphere collision) to World Dynamic and Overlap Pawn. Then, change your hit event to On begin overlap.
Sadly, i thought the problem was finish but after a little time i see that the bullet just don’t come out.
did you tell me to put my hit event on (Component Begin Overlap) or i don’t understand ? thx
Hi there,
If your bullet is not even coming out, is because is overlapping your player’s capsule. So, you can counter this with Get Ignore Actor when moving from the firing logic (Player)
You want to change you hit detection logic to consider the sphere collision “overlapping” the enemy, so that will avoid those bumps. To do that, select the sphere collision and right click, add event on begin overlap, so you build your hit logic from there. If your sphere is set to overlap “pawns”, meaning character’s capsule collision, that should work.