I’m currently working on a Blueprint right now that requires additional player collision input beyond the standard capsule. To do this, I created three collision spheres as children of the original capsule which I need to use to trigger my Blueprint (“BP_TraceFull”) upon overlap.
The problem is that each of these collision spheres has to be cast to the Blueprint, which you can see in this screenshot.
This causes an issue because I’m going to have multiple types of Blueprints which need to be cast to (BP_TraceFull1, _TraceFull2, etc.), each able to interact with the three collision zones, and each Blueprint will be placed in the world multipel times. My understanding is that casting is very intensive and I’d prefer a cleaner way for the Blueprint to interact with my player collision if possible.
Some of my alternative ideas were to create a modular BP_TraceFull that would cover the functionality of the other Blueprint types, or use one collision zone and simulate other zones using vector offsets, but that doesn’t achieve exactly what I need it to.
Is there a better alternative to casting that will allow my player Blueprint to still communicate the overlap information of each zone to each of my Blueprints?
Thanks in advance!