Spawn object with collision within the pawn and ignore collsion until pawn moves out of the object

Hi, I want to spawn object within the pawn that spawns it. Both object need to colide with each other. But that pawn needs to ignore collsion with the object until they end overlaping. I know how to easily do this when ovelap is needed, but for EventHit, I just can’t make it.

I know there is Node “Ignore Actor when moving” but I cant make it work. I tried using this node on both actors (owning pawn, and spawned object), but it just does not work.

Any ideas how this can be achieved?

I can’t use collision channels because there will be multiple instances of pawns active on the map, and only the one that spawned this object should ignore collision with it.

Collision channels settings are dynamic. Have that instance ignore that channel (or object type) when needed:

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Hello, Thanks a lot for answering, but there will be multiple players spawning multiple objects of this type, and I must have collision with every other object (and they must collide with mine), except I don’t want to collide with the one I just spawned. So your suggestion would not resolve my issue.

This is the reason I want to ignore only specific instance of an object. Not the type.

Hm. Never worked with the Clear and Ignore list bar scene captures, but there is a whole bunch of functionality tucked away behind these:

Perhaps that’s worth exploring?

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I know, i tried both variants (adding ignore in both instances), but it wold not work. I created simple objects with only one collision object within, just to test, but it does not work.

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Oh yeah, sorry, you mentioned it in the original post - my bad! Wish I could help :expressionless:

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No worries, thanks for helping out.

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