I have a player controlled spaceship, and some randomly spawned asteroids. I’m using blueprint to try to make the ship explode when it hits an asteroid. The ship and the asteroids have collision, are set to generate hit events and overlap events, but the ship can still fly through the asteroids. Overlap events and hit events in the ship’s blueprint don’t do anything when flying through an asteroid. Am I doing something wrong or is this a potential bug?
This could be very difficult to debug without screenshots or a test project.
- Screenshots: The player and asteroid Class Settings & Class Default
Test Project: Send me a link to download it directly over the Forums by private message
Here is a screenshot of my asteroid blueprint, it is spawned in a random position by another blueprint and moves until it overlaps something. Even when it travels through a kill volume, it just continues to move through it instead of deleting. Both are set to overlap all and generate overlap events.
Try right-clicking the ‘Cast To KillZVolume’ and select Convert to Pure Cast. The way it is setup in the screenshot, the execute is not being called so it isn’t actually getting the reference to the KillZVolume.
We haven’t heard back from you in a few days, so we are marking this post as resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with additional information.