In my prototype I have a static mesh Pawn (white sphere) and a static mesh Actor (red cube). When the two objects collide, the red cube is destroyed. I have a basic question about why this works.
Initially I tried setting the white sphere and red cube to both have the Overlap All Dynamic
collision preset. However, surprisingly this did not trigger an overlap event. The solution was to add a Box Collision
component on the red cube. What’s confusing is that the red cube Static Mesh
component and the red cube’s Box Collision
component have the same collision preset (Overlap All Dynamic
), so it’s not clear why the collision component was needed.
My question is why was the Box Collision
component needed to detect overlap? It seems it should have worked with just the red Static Mesh
component.
View of Pawn (white) and Actor (red):
Blueprint for red cube Actor:
Pawn
collision settings (white sphere):
Static Mesh
component collision settings (red cube):
Box Collision
component collision settings (red cube):