![]() ![]() Mesh->SetCollisionResponseToChannel(ECC_Visibility, ECR_Ignore) ![]() Mesh->SetCollisionResponseToAllChannels(ECR_Block) Mesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics) Mesh->SetCollisionObjectType(ECC_WorldDynamic) OverlapWithNearDestroyable->SetupAttachment(Mesh) įorce = CreateDefaultSubobject(TEXT("RadialForceComp")) // minor force component to add some impulse on breakįorce->SetMobility(EComponentMobility::Static) įorce->AddCollisionChannelToAffect(ECC_WorldDynamic) OverlapWithNearDestroyable->SetMobility(EComponentMobility::Static) OverlapWithNearDestroyable = CreateDefaultSubobject(TEXT("OverlapWithNearDestroyableComp")) // another collision for checking other destroyables near Mesh->SetMobility(EComponentMobility::Static) Ĭollision = CreateDefaultSubobject(TEXT("CollisionComp")) // collision which will look for overlapsĬollision->SetMobility(EComponentMobility::Static) Mesh = CreateDefaultSubobject(TEXT("BaseMeshComp")) // base mesh which will store whole mesh RootScene->SetMobility(EComponentMobility::Static) RootScene = CreateDefaultSubobject(TEXT("RootComp")) // root scene which will hold everything else ![]() PrimaryActorTick.bCanEverTick = false //always disable tick if you don't need it
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March 2023
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