I have a problem with my collision detection for my projectiles.
I have a pawn with a box collision (set to be blocked by the environnement), from this pawn I inherit other pawns with custom projectiles with meshs that i used as projectiles in my project (the collision of theses projectiles’ mesh have been disabled) but theses pawns keep the box collision from the original pawn.
When I shot my projectile, the mesh move properly but the box collision stay here and don’t move at all even if box collision and the mesh are in the same scene root component.
And because the box collision stay here, my projectiles don’t collide on anything
First, why 2 components in the same scene root could move differently, there are not suposed to be linked by their transform gizmo ?
And how can I fix that my projectiles collide as I want ?
Here, screens on one of my projectiles and a screen in-game (with rendered box collision to show you that they don’t move).
Hi, I’ve had a similar issue which a night’s sleep has helped me fix. I’m still a beginner so forgive me if this is wrong, but try making the collision component the root of your actor (and delete the scene component). It seems to me that a projectile component reads movement only from the root.