Certainly:
Ignore the clutter on the second pic. Important bit is that I made an event hit there as well, which triggers when the root capsule hit something, but not the new capsule. I’ve also already tried parenting it to the mesh, no luck.
Certainly:
Ignore the clutter on the second pic. Important bit is that I made an event hit there as well, which triggers when the root capsule hit something, but not the new capsule. I’ve also already tried parenting it to the mesh, no luck.
Hi Watterslyigdes,
Can you post a screenshot of how your components tab and event graph are set up?
What happens when you slightly increase the size of the capsule and use the OnComponentHit directly into the print string you have set up? I see that you have block all, make sure in the submenu that nothing at all is being ignored, just to be safe. Additionally make sure that the objects in your level are not BSP, because BSP brushes are hollow and will return none when you run into them.
“Additionally make sure that the objects in your level are not BSP”. This seemed to be it at the moment. Seems like it works now with normal actors…However, why doesn’t this work with BSPs? My root capsule detects them just fine when I walk into them, the new capsule does not…
BSP’s are not technically actors. They are simply space partitions that are used to block out levels. If you turn them into static meshes they would register, however because the capsule doesn’t register them as full actors it will return none. Did you see it returning a literal none value when you hit the BSP or did not print nothing at all?
It just didn’t print anything. If I run closer and the root capsule hits it, it DOES print “none” though (meaning that it recognised something there but didn’t know what it was I guess?). Which is fine, if my new capsule would do that much. EDIT: Thanks for your time so far, by the way
Does it register a hit with a static mesh that was converted from a bsp?
Hmmm, I seems like standard static meshes are still not getting registered. I retract my statement. The thing is, the sphere mesh I created from the “Unreal Third Person” Tutorial ís working…so it does register that one just fine.
Edit: Yep. That’s it, physics need to be enabled for the static mesh. Which is not ideal because I can’t get my system to work with static meshes for some reason haha
Hi Watterslyigdes,
Can you post your dxdiag here?
Sure thing: DXDIAG
Ok everything looks fine there, I just wanted to make sure there wasn’t any hardware concerns in regards to the static meshes. Now you said that the static meshes have to have physics enabled to be able to access the data correct? Does it register anything at all when physics is turned off?
Nope, nothing. That is to say, the root capsule DOES register it, the new capsule does not. It works as soon as I turn on “simulate physics” on the StaticMeshActor.
Hi,
I was finally able to reproduce this on my end and have entered in a bug report, TTP#349504 to be assessed by the development staff. I will mark this as answered for tracking purposes.