Why are enemy characters not getting ignored by traces even after changing the collision response??
In this case you’re only setting those components to Ignore, not the Actor itself.
What are you trying to do here? Do you only want the type BP_Enemy to not be traced and every other Pawn should be traced? In other words, what Actors are you trying to trace?
You may want to create a custom Trace Channel and only trace the actors with that Channel.
Basically I have a lock on system and when enemy actor dies the sphere can get stopped on the dead enemy so if another enemy is near I can’t lock on. When the actor dies I want it to be ignored without destroying it.
Hey @Manabys!
Try using a MULTIsphere trace! Then you can use a ForEach with Break, and pass in the array of sensed things, and on each enemy have an “IsDead” bool to check when they’re dead, then check that and if it’s dead do not lock on and do not break.
Then, if they are NOT dead, lock on and break the foreach.
Hope that helps!
Thanks
Hey @Manabys!
Did you get it solved? Did you use the Multisphere trace? Let us know for future answer seekers!