UPrimitiveComponent

I thought we’d have to check that the UPrimitiveComponent pointers weren’t null. Is the reason we don’t do this because GetOverlappingActors needs a UPrimitiveComponent to check collision?

Also, is it possible to have an actor without a UPrimitiveComponent?

It’s possible but unlikely in Mike’s game. Seeing as the only things you can grab must have one so the only way for that to cause a problem is if the volume had actors without a primitive component to start with.

Of course if you expand the game for there to be more scenarios in which actors could move / fall into the trigger volume then you would have problems. So probably better off to check for null.

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