hi,
I made a custom interpActor generated and ejected when my pawn shots (like a fireball or bullet). It collides with other pawns and makes damage. If there is no scale change for that interpActor, everything goes well.
Now my problem is that my fireball should expand its size per frame with a factor. I found that I can only resize its drawing scale(representation), but the collision size stays.
I've tried following functions in Tick:
I also tried to redeclaire MyInterpActor.SetCollision(true) after above steps.Code:MyInterpActor.StaticMeshComponent.SetScale3D(OrigScale+Factor*DeltaTime); or MyInterpActor.CollisionComponent.SetScale3D(OrigScale+Factor*DeltaTime); or MyInterpActor.SetCollisionSize((OrigScale+Factor*DeltaTime).X,(OrigScale+Factor*DeltaTime).Z); or MyInterpActor.SetDrawScale(OrigScale+Factor*DeltaTime);
In log, I can see the scale of its staticMeshComponent/CollisionComponent is changed, but with command "nxvis collision" or with the real collision test, we can see the collision size stays.



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