I’m implementing custom pawn/character movement logic in Pawn derived blueprint. Normally, I would use standard CharacterMovement component, but I want to invent my brand new “bicycle” Just for educational purposes.
In order to move my pawn I use simple calculations involving acceleration, velocity vector and delta time.
Then final offset vector is passed to AddActorWorldOffset node with Sweep turned on. This way I’m trying to detect collision and adjust velocity vector respectively.
Unfortunately, AddActorWorldOffset node returns only first collided actor hit result. However, for correct collision reaction calculations I need to know about all impact points of all collided actors.
So, is there a way to get hit results of all collided actors by calling just a single node like AddActorWorldOffset?