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There is a big star. The player must be able to pass between the beams and hit her. At the same time, these rays rotate, and if one of them touches the player, the star already begins to beat him. Importantly, it should work regardless of whether the player is moving or standing. Moreover, if the player is between the rays, his health should not fall, that is, the shape of the collision should repeat the shape of a star, and not just be a convex shell. How can I do that? At least a few key phrases. Here’s what I’ve tried:
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Hit and BeginOverlap events. The first does not fire when the player is standing, and the second fires or does not fire randomly, so the star continues to rotate periodically.
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SkeletalMesh with Enable Per-Poly Collision and StaticMesh with Use Complex Collision As Simple. In both cases, when using BeginOverlap, the convex hull collides rather than the exact star shape.
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Stop hitting during EndOverlap or if BeginOverlap has been absent for some time. In the first case, due to a known bug, they stop before starting (BeginOverlap and EndOverlap work together, one immediately after the other), in the second, due to the first point, situations are inevitable when, during this time, no matter how long it would be, BeginOverlap does not work even once, and the star makes a scanty, but turn. In addition, if this time is too long, the player will receive blows even after he has moved away from the star.
EDIT: BeginOverlap and EndOverlap unexpectedly have got working correctly. But complex collision is not working neither for skeletal mesh nor for static one. I even tried to split the star into multiple meshes by beams but it is some kind of paradox that even in this case player collides with the bounding box of the star, not with every beam. Why it can be so?
EDIT2: I have detected that BeginOverlap and EndOverlap work incorrectly only if enable per-poly collision on skeletal meshes. So it is better to use static meshes. Now the star correctly collides, for example, with the bush (HISMActor), or with the weapon (Actor - Weapon - NearFightingWeapon - FighterOMB) (OMB is an in-game code name), or with the player name (Widget) (now this collision is disabled to prevent errors), but not with the player capsule. So the problem is in the player capsule. What can it be? Here is the screenshot of the collision parameters of the player capsule.