I’m trying to add a shield to a character to block physic collision, my character on hit will be damaged. Thus far I can’t figure out how to specify which collision will trigger the damage, all collision objects created on the player blue print cause damage.
I know that this can be done but can seem to find the reliable way. Basically I want to filter hit by a actor mesh or specific capsule/box/sphere
[box1(sphere{mesh} ) ]
Box1 would be collision for for shield if a button is held it would bounce off you.
Sphere is the normal hit box if the flying object hits it you take damage.
Any ideas?
Another though is to use a blueprint attached to a socket which has its own collision toggled