This is quite a tricky one and I have noticed multiple people have experienced trouble with this area based on the feature request section.
I’m going to keep this as brief as I can. I’m trying to create an enemy AI, all it does is rotate to face you and fire projectiles. I don’t want this AI to simulate physics because I don’t want the projectiles knocking it back or moving it in any way. I just want it to acknowledge when it’s been hit to reduce health.
For reasons I still don’t understand, Unreal Engine doesn’t allow collisions with actors that don’t have simulate physics enabled. There is only one way around this, which took me hours to find yesterday, which was to replace the DefaultSceneRoot component with the sphere mesh in my projectile blueprint (by dragging the sphere onto the DefaultSceneRoot). Doing this is the only way to have non physics simulating actors register collisions with my projectile to my knowledge, but now I face a new problem.
When I replace the DefaultSceneRoot component with my sphere mesh (as is necessary to make it work), it scales up the mesh drastically, there doesn’t seem to be any combination of ways to address this, I can scale the mesh first, I can scale the DefaultSceneRoot first before replacing it, I can scale them both or just one and not the other, but regardless, as soon as I replace the DefaultSceneRoot with the sphere, the sphere automatically scales up and cannot be changed in the settings, so instead of firing a small energy beam, it looks as if my controller is throwing an exercise ball…