When firing my gun (or the base UE gun) using a physical projectile, how do I set the projectile to ignore the collision of itself / spawned instance?
If the gun is fired too quickly, the bullets collide with each other detecting a hit event, I want to ignore that actor (spawned instance) and detect the next object collided with, until it’s on the ground / destroyed. I don’t want to ignore the collision all together as that would just make it pass through any object and not detect a 2nd hit.
Help would be appreciated and thank you for your time
The Projectile BP for the FPS template uses a custom made collision channel “Projectile”. By default, the collision component’s collision object channel is set to Block all channels but Pawn - including “Projectile”. Change it to ignore.
facepalm I spaced about the response channels…I’m not using any template except for the character itself, so that channel was not an option, had to manually re-add, Thanks!
A more detailed explanation, if you are not using the Default FPS Template.
1)Go to Project Settings> Collision > Under object channels create a channel named projectile and set its default response to block.
2) Now navigate to your Projectile particles BP.
3)Under the details panel> change collision preset to Custom
4)Object type to Projectile (the one we just created)
5)Block all the parameters except for Projectile.