I’m working on a stealth mechanic for an FPS game.
In my current prototype, every enemy has a sphere component attached to the root component for detection. This detection sphere is being used to trigger an event when the player gets too close to the enemy.
The issue I’m having is, while this works perfectly to detect the player, my projectiles are also hitting the detection sphere, so in essence each enemy has a giant hit box at the moment.
The collision filter on my detection sphere is set up to only overlap with pawns and ignore everything else, and the collision type is WorldDynamic:
My projectile is set up as a default projectile:
My understanding is that since the collision type of the sphere is set to ignore projectiles, no collision should be registered and the projectile should fly right through the collision sphere. What am I missing?