I don’t think it is available, but if it is that is certainly the solution I’d prefer. I have something bouncing around inside a sphere, and I can make it work with complex line traces using the sphere’s mesh. I’d prefer to simplify things by using a collision component which provides a sort of inverse hit event (ie. hit events for when the ray trace stops overlapping the collision component). Unfortunately I am tight on time for this project so I can’t thoroughly research how ray traces and collision components interact. I’ve got about 8 hours in my current milestone sprint to allocate towards this problem.
My questions are three.
- Is there a built in solution I’ve overlooked which would work with ray tracing? Or a marketplace solution? [I’m not entirely sure what the least ambiguous way to describe this in a search query even is]
- Is this sort of reverse collision component possible?
- How do ray traces and collision components interact, if this is relevant to solving the problem?
I’ll take whatever experience/help you can give.
I think my post may have been a tad ambiguous and difficult to follow. I’m looking for a way to use simple collision detection on both the inside and outside of a sphere.