Everynone
(Everynone)
October 11, 2023, 10:37pm
2
create a new Ignored
channel:
ensure the mesh blocks it:
when you trace, trace on that channel:
More about collision:
Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and...
Technically, you do not need to create additional channels, you can play with the existing ones once you wrap your head around how collision filtering works. Example:
So I played with this and got here:
Found a neat way to map widgets onto the physics asset. How close is this to what you need?