Radial Impulse to ignore specified actors

Here’s a cheeky idea. We’ll be dealing damage instead:

  • we deal radial damage will falloff on click
  • Damage Prevention Channel is set to World Static


  • the wall’s object type is set to World Static as well, it will prevent all damage

353495-staticwall.png


  • upon receiving said damage, the physics simulating actor does this:

  • untick Vel Change if you want the mass of the object to be taken into account; if you do, you’ll need to crank up the damage value by an order of magnitude, though.

Result:

Image from Gyazo

Explosions on one side of the wall do not affect the objects behind it. Do tell if this is good enough. There’s probably more than one way to handle this. At least you do not need to faff around with traces, arrays, the damage falloff is already included and the built-in interface communications is a breeze.

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