Spline mesh components and their collisions

Hey everyone, im working on a spline mesh that needs to have overlapp collisions enabled and ive got the collider to work as it should, but only if it is on blocking, then the entire mesh basically blocks the player from walking through it, however i need it to work with overlapping instead, but whenever I put the collision preset to overlap on Pawn instead of Block, then it only trigger the overlap effect on the first spline points location, with the scale of something like 0, really needs to get in there to trigger it. Is there anyway to get it to trigger properly since I dont think there should be any big differences with using the overlap and block preset setting?

I’ve tried different solutions such as spawning in a cylinder primitive with find look at rotation between spline point index and spline point index +1, but it kind of doesnt give the best result since it doesnt conform to the mesh incase I want it to zigzag a bit, and it also doesnt conform to the size as I want it to neither.

So im back at trying to get the collision on the “Add spline mesh component” node to work properly with Overlap.

For context, im working on a more modular approach of creating barbed wire coils that will damage the player and enemies as theyre walking through them.

Cheers.

How are you registering the overlaps? You need to bind dynamically to each spline mesh component. Example:

I tried your event based solution in the forum post you sent and it seems to work, what I used was a to check overlapping actors on tick before and basicly checked if actors velocity is <= than 15 then do event dealdamage, but this solution works aswell. Thanks, you just saved me from a giant headache!

Cheers, I’ll mark it as solutuion

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