How to only use certain collisions for certain things.

Excuse my crude drawing but my basic setup is the player character, a pickup radius and then a much larger radius (Used for targeting.) In my game I have items to pick up when you walk over them, however now that I’ve added the larger radius, they’re getting picked up way sooner than I want. Is there a way to make it so the items are only picked up when they overlap with the correct radius?

Thank you for any help

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Custom collision channels, basically

So using those channels, would I assign the “Red and Blue” values to the different collision components on the character blueprint?

For a given channel, you can say ‘only overlap this type of thing’.

So you could have a channel for pickups, and a channel for targeting.

Oooooh right, so give the collision of “Pickup” to the pickup objects, then on my pickup range in the character bp, set the collision to overlap that new custom value

Yes, make ‘pickup’ an object type, then you say, this collision volume only overlaps ‘pickups’ :slight_smile:

So I made a pickup type

in my pickup blueprint, for the collision volume

And my player sees it.

Then, I think you can do the other collision volume normally and you won’t get conflicts.

This has worked perfectly thank you! Somehow along the way I think I’ve messed up my targeting system but apart from that it works :smiley:

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