I am a tad stuck on a collision issue that I have with a staticmesh that is defined in my trigger default properties.
I don't necessarily need to use a Trigger but it's what I am going with right now, and I expect if I was not using a trigger, I would still have the same collision issue.
Basically the collision on my staticmesh is not blocking Pawns. I am using the Touch event of the trigger to initiate a process but I need the staticmesh within the trigger to block the Pawn from moving inside it.
Here is my main trigger:
Here is another class which extends FTTrigger
No matter what settings I use, I can not make the StaticMeshComponent collide with Pawns. I have even tried using RBCollideWithChannels too.
I tried just setting up to fire Bump instead of Touch which does work but then the Pawn appears to try and climb and bounce off the Mesh, so I am currently stuck which ever way I try and solve this.
I would prefer to stick with Touch if possible. Any ideas greatly appreciated.
LG
I don't necessarily need to use a Trigger but it's what I am going with right now, and I expect if I was not using a trigger, I would still have the same collision issue.
Basically the collision on my staticmesh is not blocking Pawns. I am using the Touch event of the trigger to initiate a process but I need the staticmesh within the trigger to block the Pawn from moving inside it.
Here is my main trigger:
Code:
class FTIcebergTrigger extends Trigger;
simulated event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
{
// do stuff blah blah blah....
}
DefaultProperties
{
// setup for Touch event
Begin Object NAME=CollisionCylinder
CollideActors=true
BlockActors=true
CollisionRadius=50
CollisionHeight=90
End Object
CollisionComponent=CollisionCylinder
CylinderComponent=CollisionCylinder
Components.Add(CollisionCylinder)
bHidden=false
bStatic=false
bNoDelete=false
bNoEncroachCheck=false
bAlwaysRelevant=true
RemoteRole=ROLE_SimulatedProxy
bHardAttach=true
TeamIndex=255
AITriggerDelay=0.0
}
Here is another class which extends FTTrigger
Code:
class FTIcebergAlliesTrigger extends FTIcebergTrigger;
DefaultProperties
{
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
AmbientGlow=(R=10,G=10,B=10,A=1)
AmbientShadowColor=(R=10.0,G=10,B=10)
LightShadowMode=LightShadow_ModulateBetter
bCastShadows=false
End Object
Components.Add(MyLightEnvironment)
Begin Object class=StaticMeshComponent Name=IceCube
StaticMesh=StaticMesh'TOGAFreezeTagContent.Icebergs.IcebergRed'
Materials(0)=Material'UI_Mats.ui_textures.scene_comp_M'
RBChannel=RBCC_Untitled1
//RBCollideWithChannels=(Untitled1=true, Pawn=false)
BlockNonZeroExtent=false
BlockZeroExtent=false
BlockActors=true// - false allows Touch
BlockRigidBody=true
CollideActors=true
CastShadow=false
bCastDynamicShadow=false
LightEnvironment=MyLightEnvironment
End Object
CollisionComponent=IceCube
Components.Add(IceCube)
DrawScale=1.25
}
No matter what settings I use, I can not make the StaticMeshComponent collide with Pawns. I have even tried using RBCollideWithChannels too.
I tried just setting up to fire Bump instead of Touch which does work but then the Pawn appears to try and climb and bounce off the Mesh, so I am currently stuck which ever way I try and solve this.
I would prefer to stick with Touch if possible. Any ideas greatly appreciated.
LG