Hello all!
I also posted on the forums, but figured posting on the question hub couldn’t hurt either.
Anyways, basically I have a vehicle class object and a second actor, a pickaxe weapon. The pickaxe is a child component of the vehicle. My issue is I need the pickaxe to collide with other players’ vehicles but not with the parent vehicle. When it collides with all vehicles, the parent vehicle ends up flipping out and flying everywhere (mostly up). So is there a way to ignore collision with the parent?
Okay, so I found the node “ignore actor when moving”, but I can’t get it to work. My main issue is between the pick and the vehicle, but I have another situation where I could apply this node but it’s not working. In my vehicle I have two meshes: an inner-frame skeletal mesh and outer frame destructible mesh. If I want the destructible exterior mesh to collide with other vehicles I need to have vehicle collision enabled, but when I enable it, the players’ own car flies. I figured this node is exactly what I need, but I just can’t seem to get it working. Can anyone guide me in the right direction?
Ignore Actor when Moving node. Note the collision settings on the right, with vehicle collision set to block on the destructible exterior mesh.
This is what happens to the vehicle in game with that node and those collision settings. The exterior hull is definitely not ignoring the collision of the parent vehicle. The car spawns like 10 feet mid-air as per usual, but then rockets up super fast like you see in the screenshot.
I’ve edited the hitboxes for now, so it’s not as urgent, but I still would really really like tips on how to get “Ignore Actor When Moving” node to work
This one is easy, just create a new object type, set your main body to that object type, and on your components collision presets, change the response to that object type to ignore.
I know it has been a while since this was asked, but hopefully, for those who are still looking, this helps.