How to see if collision component is overlaping static mesh?

I have a collision component attached to my character, I want to use it as a trigger (like event actor begin overlap, and end overlap) when it overlaps with some static mesh. But only this collision component, the system must not contain other collisions and so. Also I must be able to use it as an input when overlap ends as well.

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@ClockworkOcean Hey man, I don’t wanna take your time much but can you give me a help about this to. And also this:

:slight_smile:

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You can’t look for overlaps with meshes, you need to test for this on collision volumes.

With the other one, like @Mind-Brain says, its related to where the arrow is in the hierarchy:

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resimIt’s attached to the capsul component. And I can’ t lock the rotation.

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That’s right, you can’t, because it’s an inherited component.

You can put another capsule in though.

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@ClockworkOcean

Thank you for your help man, another thing, how about this? I will attach the result to the end of line trace by channel. One is for location, on for direction, and one for lenght, pretty simple, but I can’t attach 2 vectors to it. Is tere a way to like seperate the X vector from world location, or use a different node instead these?

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Is there a compenent that all it does is set a refernece point by location? Like just a dot?

All the stuff you need comes from the hit results.

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I guess you misunderstanded me. These stuff is to set end point of all line trace not about hit point.

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So you’re trying to trace from the arrow, for a certain distance?

Arrow is both seth the location and rotation of line trace if this is what you mean.

Shoulda sent the big screenshot from beginnig :smiley:

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Ah yes, thanks so much man.

How bout this:
Is there a compenent that all it does is set a refernece point by location? Like just a dot?

By the way, would you mind if I mention you in every question I opened?

Scene component.

You can quote me, but I probably won’t know much of it :rofl: