I have some projectiles that uses on begin overlap for its collision however the projectile travels too fast and goes through surface sometimes. How can I stop this?
I have tried CCD and doing a linetrace from its last location to its current location to get a missed hit however these still do not work 100% of the time.
are you sure that both the projectile and the things it is meant to hit are both set to overlap? (if either is set to ignore then it won’t work)
Must it go that fast?
how big is this projectile?
how complex is the other geometry it is testing against?
for your back trace could you use a SphereTrace instead of a line trace? (you can kind of think of it as a LineTrace but thicker)
does this “need” to be a physical projectile where you might be able to have a line/Sphere trace moving through the air and then have like a Niagra particle effect glued to the same location while it is moving. (this could be a solution if the projectile is very small, and fast)
the collision presets are correct as the projectiles collide most of the time, and the collision is already the root component. some times the collision is too fast to detect the ground, is there a way I can backtrace to detect the ground or any other ways?