mrooney, I suspect the projectile may be going a little fast, and I can certainly turn on CCD. Is that for the projectile itself?
Forgive me, but I’m mid stream in making changes to my code. Previously I followed along with this walkthrough:
taking parts that were related to me. One area I wanted to get away from is the inclusion and construction of the collision component. Is that possible?
.h
UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
USphereComponent* CollisionComp;
.cpp
CollisionComp = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(this, TEXT("SphereComp"));
CollisionComp->InitSphereRadius(15.0f);
RootComponent = CollisionComp;
Is it possible to assign the collision component in the BP editor, and search for it in code? I’m looking for a way to add my own event handler to the collision component without being tied to a specific type of collision component:
CollisionComp->OnComponentHit.AddDynamic(this, &AMyProjectile::OnHit);