So we are creating a game where a turret is supposed to track and shoot an enemy. The enemy is a pawn actor that utilizes the navmesh to move to a location it has a floating pawn component, skeletal mesh and collision sphere.
I prototyped the enemy in the MVP with the engine content Skeletal mesh TutorialTPP
Everything worked fine, I defined my collision as adversary type and and the turret is shooting and killing the targets. The way the turret works is that it has a collision sphere that detects overlaps with enemies.
Now I wanted to simplify the MVP and decided to replace the skeletal mesh with a simple geometric structure like the default Skeletal Mesh. So all I do is click the arrow and select a different skeletal mesh.
This causes the turret to completely ignore overlap events. If I change the skeletal mesh to say another more complex Mesh like the VR Hand mesh the overlap events work again
Now the final skeletal mesh will probably not be a cube, but I want to understand whats causing this problem, I have the same collision setting on the sphere collision, but the turret doesn’t care. Anybody got any ideas?
Thanks in Advance,