So the bullets in our project are physical objects that do a non-physics collision (don’t want them to push the target around, just trigger the ‘OnHit’ event). We don’t want them to collide with each other, however, nor have the check in the first place (rather than checking if the hit object is a bullet or not), in order to lessen the computational load. Is this custom collision channels or something else? In short;
How do I make my bullets check collision with everything BUT other bullets?
The problem with this is that the computation is still occurring - every bullet is checked against every other bullet, and then it’s decided whether the ‘Other Actor’ is a bullet. Instead, it should never do this check.
This is exactly what I was talking about, thanks OriginalBigDan!
If you go into the collision settings of the mesh, ensure that your object type for the bullet is projectile, and that the object response for projectile is either overlap or ignore, depending on your needs.
I can’t see a ‘projectile’ setting for object type.
EDIT: Ignore the other settings; they’re not set right yet.
EDIT #2: Seems to work now (had to restart editor to see the new channels. For some reason, though, my bullets only collide with things if in its BeginPlay, I set collision off, then immediately set collision enabled again. If I don’t do that, it’s like it never sets it up, and they don’t generate hit events.