Apologies if this has been asked before, but I haven’t spotted a solution if it’s already been addressed: I’ve set up a damage-dealing volume using a conventional trigger-like structure using begin and end overlap, but the issue I’m facing is that the VRCharacter’s Capsule Component is registering overlap events, rather than the VRRootReference. What do I need to change to fix this?
Damage triggers look like the attached example.
The following code allows the VRRootReference to register damage events, but does not keep the capsule component from generating overlap events as well:
ABFCharacter::ABFCharacter()
: RightHandGun(nullptr)
, LeftHandGun(nullptr)
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
GetCapsuleComponent()->SetCollisionResponseToAllChannels(ECR_Ignore);
GetCapsuleComponent()->bGenerateOverlapEvents = false;
VRRootReference->bGenerateOverlapEvents = true;
}
What did I miss?
Thanks!