I am still working on this and would be glad if someone could help me out a little.
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One possible solution would be, if I was able to make an actual collision (blocking) be ignored in terms of impulse generation, but still call an overridable hit-event containing the (ignored) HitResult structure. I know this is possible when working directly with NVidia PhysX, but in UE?
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Another option could be using overlaps and no blocking collisions. But then all I get is the other actor and absolutely no info about an impact. I also can’t exclude the character holding the item from overlaps like I can with MoveIgnoreActorAdd(…) for blocking hits.
Any ideas?