Working on an Angry Birds style game, for the enemies, I have them set to play an explosion animation and destroy themselves after they have received a set amount of damage, but I also want there to be a physical explosion effect. I created a Blue Print that only contains a Radial Force, and have that set to spawn after the explosion animation, and according to the print strings, the Radial Force is spawning, auto activating, and then deactivating as it should, but it doesn’t seem to do anything to any of the objects near it when it activates. The objects I am wanting the radial force to apply to are all set to physics actors in their collision settings, and the radial force is set to effect physics actors, yet when the radial force is activated, nothing happens except my print strings. In the picture I included I have the part of my enemy blueprint that spawns the animation and the radial force blueprint, as well as the radial force blueprint and the settings that seemed relevant to my issue. Any help would be greatly appreciated. And on a side note, what is the difference between setting an objects collision to PhysicsActor or BlockAllDynamic, because I can’t seem to tell any difference between the two.
][1]][1]