@Jambax Thanks for this info. Apologies for reviving an old thread but I’m curious what you would suggest if you have larger projectiles and don’t want them to stop until the center of the projectile meets an object in the environment?
I have a special class of projectile for larger projectiles (radius ~75units) that relies on Overlap. When the OnOverlap event fires (after the collision sphere’s edge overlaps), I do a line trace, detect the remaining distance it needs to travel and then delay stopping the projectile for the amount of time it needs to reach that distance (usually <= 0.2 seconds).
While it performs exactly how I’d like, as you say, Overlap is not efficient and I have to set every potential mesh in the world with ‘GenerateOverlapEvents’ which isn’t at all ideal, either.
However, if I used regular OnHit collision, the projectile immediately stops when an edge touches the ground. One idea I had was to spawn a duplicate projectile for the ~0.2 seconds more each projectile needs but that isn’t very efficient either.
Just curious if you have any ideas, thanks!