Hey really nice video, I haven't really understood yet how collision channels work, do you have a video explaining that because up until now I just create custom classes for example I made one named items and then I cast to that class when my raycast hits or whenever else I would want to and if it success I know my custom logic will work or I also know you can use tags for it but are collision channels better?
I don't have a full video discussing collision channels, but a few tutorials touch on them. I do have a video on my "todo" list that would explain collision and collision channels for beginners that I am hoping to get out before the end of the summer! As for tags, I have not used a tag once so far in Unreal, so I can't speak with any authority on them haha, I definitely prefer collision channels
@KeltickGameDev In your opinion is using collision channels more effective than constantly casting to check if the object or wall is of s specific type (like wall for walljumping )
@@Sourge_GR both can get you to the same end result, and I don't know what would be considered more efficient. I just have been thinking of it in terms of "when do I care", for a wall jump I care more about the collision, so I did the check there!
keep going bro we with you
Hey really nice video, I haven't really understood yet how collision channels work, do you have a video explaining that because up until now I just create custom classes for example I made one named items and then I cast to that class when my raycast hits or whenever else I would want to and if it success I know my custom logic will work or I also know you can use tags for it but are collision channels better?
I don't have a full video discussing collision channels, but a few tutorials touch on them.
I do have a video on my "todo" list that would explain collision and collision channels for beginners that I am hoping to get out before the end of the summer!
As for tags, I have not used a tag once so far in Unreal, so I can't speak with any authority on them haha, I definitely prefer collision channels
@KeltickGameDev In your opinion is using collision channels more effective than constantly casting to check if the object or wall is of s specific type (like wall for walljumping )
@@Sourge_GR both can get you to the same end result, and I don't know what would be considered more efficient.
I just have been thinking of it in terms of "when do I care", for a wall jump I care more about the collision, so I did the check there!
@KeltickGameDev oh ok I see when I mean effective I mean time to set up and the best result it may have