Ok so I have this pile of rocks that gets pushed apart by a radial force which clears a path for the player; however because physics is unpredictable, sometimes one or two rocks will remain that block the players way. I need to selectively delete these rocks that are in the path. I have tried using a stationary trigger, but because the rocks start off inside the trigger volume, unless they leave the trigger volume and re-enter, they won't set off a touched event again. I tried many variations of this for days and didn't find anything that works, so today I decided to try a moving trigger that sweeps along the path. However when the trigger is set to phys interpolating, it no longer detects touch events with kactors and kassets. This is really weird because I have another moving trigger that kills the player and it works just fine. Does any one know what options I need to set to detect kactors while the trigger is moving?
This is really frustrating, all of these little optimizations in the engine leaves you with about 50 different options for each actor and then you have the exact same options repeated for the collision primitive, the kasset, the skeletal mesh etc. It's almost impossible to tell which ones are active in which case and which aren't. That combined with some options being legacy and not used anymore but are still visible.
This is really frustrating, all of these little optimizations in the engine leaves you with about 50 different options for each actor and then you have the exact same options repeated for the collision primitive, the kasset, the skeletal mesh etc. It's almost impossible to tell which ones are active in which case and which aren't. That combined with some options being legacy and not used anymore but are still visible.
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