Summary
In this chapter, you learned about collision detection and how to use the engine’s collision system to bring interactions into the Pangaea game.
The first part of this chapter explained the three collision shape components (CapsuleComponent
, BoxComponent
, and SpherComponent
) as well as the two mesh components (StaticMeshComponent
and SekeltalMeshComponet
). Adding collision shape components to actors and disabling the mesh collisions for better performance was also explained.
After that, you learned about the OnBeginOverlap
and OnEndOverlap
collision events and how they work with your C++ code. It was emphasized that you can handle collision events on either an actor or a component, depending on your actual needs.
Appropriate collision presets are vital to gameplay to properly process interactions between actors. It is important to understand what collision preset type, such as BlockAll
, OverlapAllDynamic
, and NoCollision
, should be used for different collision...