Semi sphere collision component?

Hey, everyone. Quick question: is it possible to turn a sphere collision component into a semi sphere?

if you have a sphere collision and a box collision overlapping half of the sphere, you can check if an object is overlapping both before performing logic.

Simple and effective. Bravo, sir! :slight_smile:

Wrong.

Imagine if an actor overlaps the bad half of the sphere and at the same time the box corner. It will be overlaping both box and sphere and it will return true even if it is not colliding the good sphere half.

Good point. for a half sphere collision, the simple way is to just model UCX collision imported with a static mesh. but if you want it to have a smooth surface, you could try the method I mentioned, and just add more boxes rotated so that their intersection approaches the shape of a cylinder. If you want more accuracy, just add more boxes.