Hi, these are the scripts I am looking at. I made 2 new OBJECT TYPES (“Player1” and “Player2”). I did this so I could either add or remove them from a spawned radial force based on which player spawned it. So the spawning player can be ignored while the other is affected.
So now the problem is when my destructible mesh fractures and I use LARGE CHUNK THRESHOLD the players still collide with the chunks because they are not set to use the OBJECT TYPE (“Pawn”). I would like to simply fix this by either adding my custom object types to the SmallChunkCollisionResponse or making new EDITOR OBJECT TYPES.
SmallChunkCollisionResponse.SetResponse(ECC_Pawn, ECR_Overlap), (ECC_GameTraceChannel1, ECR_Overlap);
SmallChunkCollisionResponse.SetResponse(ECC_Pawn, ECR_Overlap), (ECC_Player, ECR_Overlap);
Thanks in advance for any help!