Hi DanaFo - thanks for replying!
I read through the TwinStickShooter C++ code and tried using similar code in my own project, but the ship is still able to rotate through the collision objects which are meant to block it. Even worse, I discovered that rotating a collision mesh into another collision mesh does not even register a collision hit, so I can’t even respond to it using bespoke code! It seems as if collision detection is completely absent upon rotation…
Specifically, I tried all of the following, none of which made any difference:
- Calling “SetCollisionProfileName(UCollisionProfile::Pawn_ProfileName);” on the ship’s static mesh component.
- Using “RootComponent->MoveComponent(Movement, NewRotation, true, &Hit);” rather than AddActorLocalRotation().
- Adding code to respond to a hit by moving the ship away from the hit object in the case of a hit. As mentioned above, Unreal does not even register a hit when the collision occurs as a result of rotation rather than movement.
I’ve also attached a screenshot showing an example of the problem (with “show COLLISION” enabled in the console).
Thanks!