Hello,
When I shoot inside of the box collision and shoot at a volume trigger. The hitscan channel (used to determine damage) is colliding with the trigger boxes. We have told it to ignore the scanhit channel with no luck. Any help greatly appreciated.
Hello:
Okay, the first thing I would suggest is to make those triggers/collisions visible AT ALL TIMES so you can keep track of what they are doing.
I can’t really tell what it’s hitting and what you are doing; it’s not my project.
Seconded. Judging by the video, you’re not even close to hitting that box. Debug what you’re actually hitting.
Sorry forgot to mention that by lifting the box collision’s it works properly. There is a box collision inside of a larger collision which is why it does not appear the shots are close the trigger volume.
I would say that you should check the collision settings after starting playing
I have a feeling the preset is applied, and in the preset the channel might not be ignored
If that’s the case, you have to edit the actual collision profile and set the channel to ignore there, which should fix the problem
Hi, I started playing and checked. The line trace channel still shows ignore for hitscan. Bullets still colliding with box collison, but not volume trigger.
If you put a breakpoint after the line trace, can you confirm that the component hit is the one you were checking?
Breakpoint after linetrace on BP thirdperson
Interact trigger BP that is collding with line trace. (Note that there is not a line trace in this BP)
Interact message that fires custom event in interact Trigger BP
Hopefully this is what you meant. Do I need a line trace on the interact trigger BP?
Can you put a print string to show the hit actor and hit component? Then you will know what the line trace is hitting.
I did add a box collosion to the BP_FlagDamage and then move the collision box down in the viewport. Not sure if that makes a difference though.
A bit late but i notice that you are using trace complex. Trace complex usually don’t hit box collision, only hit mesh.
Other thing is that the collision needs to have collision enabled
Hello, we figured it out.
The channel when applied through the details panel in the viewport was not applying to the blueprint. By setting hitscan to ignore in the blueprint this allowed us to solve the issue. For anyone else who runs into this issue. Set channels in bps not viewport.
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