I finished the part of the course with WarehouseWreckage and was looking to expand a little bit on it.
Here’s my setup:
Bp_Pawn Spawn Projectile function:
In the Bullet EG I check for collisions:
For the bullet, I’m no longer using “Add Impulse” to launch it and instead I have a “Projectile Movement Component”. Force Sub Stepping = checked
In the target BP, I check for collisions as well:
If I disconnect the timeline, or I use any other target that is not moving, collisions work perfectly.
However, if I connect the timeline and animate the box collisions are not always triggered. Sometimes, 3 out of 5 the bullet will go through it like there’s nothing there.
Check this video below:
What am I doing wrong? Is there a better way of handling this that ensures consistent collisions for if I have several types of target actors? Again, for the actors that are not moving, this doesn’t seem to be an issue.
Any help is greatly appreciated