I am trying to make a tower fire a bullet towards an enemy, that bit seems to work at the moment, it applies the damage and disappears. The issue is that it is also applying force to the pawn on impact, and after trying for literal hours, I have tried everything I can think of, but it doesn’t appear to help.
So any help on how to disable this would be most apricated.
sphere at the root: blocking collision, no physics simulation
static mesh: no collision, no physics simulation
Start with the above, see it if helps - it will at least straighten things up a bit. A bit surprised you were getting hits, as if you were actually using physics and disregarding the PMC.
it is also applying force to the pawn on impact
There is also the case of the characters movement component not liking its path being blocked. How does it manifest? Does it affect pawns who are standing still? Or only moving pawns?
I looked over the settings again, when I moved the Sphere collision to the base of the hierarchy, it was colliding with the arrow used to spawn it, which is why it appeared to not spawn at all.
If I use block all, it seems to do the trick, I simply misunderstood where the problem was when I moved them around.
Thank you very much for the help. But I do wonder, what caused this issue to begin with, what with the basic root gave them the ability to apply force? Even when everything was turned off?
Not entirely sure, tbh. The behaviour is a bit uncanny and more in line with Looney Tunes, I mean:
That rear shot made the pawn climb the pillar…
Would have to take a closer look. My best guess at this point is depenetration - the character is trying to eject itself from some (phantom?) intersecting geometry? Or the player movement component is drunk.