Moving an actor based on the player and collision
I'm currently working on a school project which will feature some blocks that the player will be able grab and then push it forwards or pull backwards. I've basicly got the main "functionality" working, the only real issue with it being that once the player grabs the block it no longer collides with anything, thus it's possible to push the block through walls which isn't really desired ofcourse ^^.
In order to achieve the blocks movement I've used the setBase function to attach the block to the player once he grabs it. I've mainly been looking at the actor functions descriptions for some insight in the setBase function ( http://udn.epicgames.com/Two/ActorFu...s.html#SetBase ), although this mostly just taught me that the collision is turned of once an object is based on something and nothing really about how to re-enable this.
At the moment I've pretty much got a form of collision working by using a lot of traces which is making it rather slow and it's not very accurate, thus I'd really prefer a proper method to check for collisions on the block.
I guess the optimal solution would be to attach an extra collision component to the player at the location of the block which moves along with the player. One of the most succesful methods I've tried so far is to copy the blocks collision component, translating this to the location of the block and attaching it to the player using the attachComponent function. This never really seemed to work out as desired (namely the new components collision isn't working although I'm certain AlwaysCheckCollision is true, unless I completely misunderstood the use of that boolean though).
If anyone has any ideas on a proper way to realise the extra collision on the player (or just a better solution for the issue in general), or comments on whatever I'm doing wrong at the moment , any help is greatly appreciated.