Stormrage!
You’re absolutely right. Blockall+ blockall = no blocking at all. Strange…
Okay I played around with this a little bit and got it working using a different approach. Here’s what I did:
- Goto Settings->Project settings->Collision->New Object channel.
- Create a new object channel named e.g. “MyChannel” and hit save all.
- Find you camera’s collision component and set collision channel to Custom…
- Set collision enabled to Collision enabled and the Object type the name of your newly created Object channel e.g “MyChannel”.
- Under trace and object responses set all of them to Ignore except for your new channel. Set this one to blocked.
- Create a Blocking volume and set it’s collision preset to the exact same custom preset as for your collidable camera target.
And…it works!
Cheers,