Hello everyone,
since it seems landscape’s collision mesh cannot be modified at runtime (correct me if I’m wrong!), I’m investigating the option of handling all the collisions via a custom algorithm. I’m creating a 2D game where players dig tunnels and fully destroy the landscape at the resolution of separate pixels - so querying the pixels’ alpha is probably the fastest way to do it.
Is there a way to get the moving actors to query for collision with my custom landscape object (i.e. sending a raycast) and process its response just like the engine framework does (instead of letting the engine to do it using rigid bodies)? The idea would be then to destroy a part of the landscape and dampen the movement of the player. But I cannot find anywhere to hook this so far. I guess I could check each tick the velocity of the actors, do the raycast myself and adjust the velocity based on it, bypassing the entire collision system. But is there a better way to hook into the collision computation system directly?
New to UE4, sorry if I misunderstand anything
Thanks!