Hello. This one is a bit of a long shot, it’s probably too specific for the forum to solve, but I thought I would try anyway.
I am making my first game in Unreal, using a tank made of static meshes. When I fire in the same place more than once, the projectile immediately impacts the tank (presumably the barrel) instead of travelling normally.
The red sphere is just a hit indicator for debug purposes. It has no collision, and even when it is removed the problem persists.
I made sure that not only is the projectile smaller than the muzzle, but also that the muzzle socket that it spawns from is spaced away from the mesh. In theory, the projectile hitbox should be going nowhere near the tank mesh.
And the relevant part of the tank event graph (let me know if more info is needed here)
I am at a loss for how to approach this. I couldn’t get any useful info from “show COLLISION” because I could not figure out how to turn it on while also looking down the muzzle.
I could make it so that the projectile cannot collide with the tank at all, but I would prefer if it could. letting it collide would also probably simplify the process of adding more tanks later.
It sounds like it’s colliding with self, there are some setting in details that you can disable it but (so I’ve read) but I couldn’t find it, so I just do a check on collision to make sure the actor isn’t self
If you are moving the projectile with a projectile movement component and not physics; when spawning the projectile try adding the tank to Ignore Actor When Moving.
Thanks, this is what I ended up going with after I switched the turret to being its own child actor for other reasons. In this setup the projectiles ignore the turret actor while still being able to hit the tank body.