I have enemies that I want to be able to collide with each other. I have the enemy collision type as PhysicsBody and I have them block PhysicsBody I have a physics asset with most bodies firing hit events (as well as the skeletal mesh). On running the code, the collisions work but the actors are constantly firing hit events with their own bodies e.g head hits head. My current solution is to compare self to the other component and ignore the hit if that’s the case. This can’t be the best solution to the issue as I assume the event hit has significant overhead just to gather and pass along all the hit information every frame. What am I missing? How can I get an object to block other objects of its type without self-hitting every frame?
I’m not really interested in workarounds- I’m thinking/wishing this should be a trivial fix