What if I have a second collision for an actor? I only want the third person character to interact with the second collision, but using this method, the character interacts with the first collision as well as the second collision? How can I tell it to ignore the first and only generate an overlap event when the second collision appears?
You can probably do this using the collision channels and collision profiles. That is if you go into the attribute panel where you customize your collision you should be able to select something like WorldStatic or WorldDynamic. There you also have an option called pawn. So maybe a solution to your problem might be to have one collision answer the pawn collision profile and another answer to world Dynamic. You can also dive deeper into this by exploring the custom profile which lets you manually set the channels Hope it helps!
Hello congratulations Now please do you create a video tutorial to the character enter in a trigger and start a FMV movie story of game pleasee i want know this.....i waiting this tutorial simply do you create this?answer me please.....
Thanks, That's a really good idea, I'm working on a series about the GamePlayAbility system at the moment but maybe I can create this tutorial that you mentioned first!
@@gisli Ok i m waiting you very thank you and in this tutorial show how insert the subtitle and reference change in settings in all' language contained in this pre render movie.......please.......i waiting
You can make the overlap sphere visible by checking the box for hidden in game to off
That's really good advice! Thanks for pointing it out
Exactly what I needed to know, cheers fella
Happy to hear it 🔥
I am trying to detect when a chasing NPC contacts the player and throw a "death" screen. this might work.
Great to hear!
Let me know if it works out for you :D
It would be nice if you could show this but with Blueprint Interfaces instead of using a Cast
Thanks for the feedback! I'll add this to my list of subjects that I want to cover!
i tried on my spaceship as a PAWN and it didn';t work
What if I have a second collision for an actor? I only want the third person character to interact with the second collision, but using this method, the character interacts with the first collision as well as the second collision? How can I tell it to ignore the first and only generate an overlap event when the second collision appears?
You can probably do this using the collision channels and collision profiles. That is if you go into the attribute panel where you customize your collision you should be able to select something like WorldStatic or WorldDynamic.
There you also have an option called pawn. So maybe a solution to your problem might be to have one collision answer the pawn collision profile and another answer to world Dynamic.
You can also dive deeper into this by exploring the custom profile which lets you manually set the channels
Hope it helps!
Hello congratulations Now please do you create a video tutorial to the character enter in a trigger and start a FMV movie story of game pleasee i want know this.....i waiting this tutorial simply do you create this?answer me please.....
Thanks, That's a really good idea, I'm working on a series about the GamePlayAbility system at the moment but maybe I can create this tutorial that you mentioned first!
@@gisli Ok i m waiting you very thank you and in this tutorial show how insert the subtitle and reference change in settings in all' language contained in this pre render movie.......please.......i waiting