I have a weapon that needs to shoot down an enemy aircraft. The enemy aircraft is inside an actor blueprint. So far my only collision options are spheres, cubes or capsules. I need to be able to hit the plane anywhere and have it take damage.
Do I need to create multiple collision shapes to fit wings, fuselage, rudder etc…? And do these collisions need to be be block all, or block all dynamic? I watch tutorials where people have done either one, so I don’t know what is the best option.
to make the collision of the right shape theres a few options you can do as you mentioned and use muliplt boxes to create the rough shape or you can create custom collision in a 3d modeling software. or you could have the engine generate collision for the plane by opening the plane mesh and setting the collision settings there. the last option would be to just use one box for the collision which would work well as long as you dont need to be up close to the plane.
as for the collision settings, if you are using a hit event then you need to set the channels you want the event to occur on to block. i cant really tell you a definite answer here since the hit event will be based on both objects so you will need to set the collision on both the projectile and the plane. if all else fails though you can go with block all which will block all channels and prevent any object that has collision from passing though.
Thanks, that’s very helpful. I’ll try creating a custom UCX collision. I just thought those were only for static objects but I’ll give it a try since I want it to be an accurate shape.