New CapsuleComponent overlapping with owning actor.

I have added a second capsule to my Character and called it Bump.

I’m using Bump’s “On Component Begin Overlap” to see if I’m overlapping with a separate Character. However, when I spawn a Character it immediately triggers the “On Component Begin Overlap” by overlapping with itself.

I know this because I am printing the name of the Other Actor that the “On Component Begin Overlap” is overlapping (and it prints its own name).

How do make it so that the Bump capsule stops being triggered by its own pawn?

I know that I can just put a branch with a not equals self but that seems a bit hacky.

You have three options:

  1. Set one of the capsule to ignore the channel of the other capsule

  2. Use the node “ignore actor when moving” on the trigger so it ignores the actor you specify (not sure if it would work if it is spawned over the character so i would let it as last option)

  3. Use a branch and compare the other actor with self (the same actor) and use != to compare if they are not the same. So that plugged into the branch condition and working from the true output would work just fine

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Yeah, I went with the 3rd option…

But, in your first option, you are saying that the thing that is triggering the overlap is the original capsule? Then there is no actual legit way of ignoring all other components from the owning pawn?

Ok, thank you for your ideas, I’ve also implemented option 1.
I created a new collision object channel named it Bump and set the Bumb collision capsule to it and made it detect only other “Bumps” :ok_hand:

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