UE5.4 Sandbox Character:Telekinesis System -Fix thrown TK object collision with geometry collections

  Рет қаралды 998

Treehouse Bandit

Treehouse Bandit

Күн бұрын

Пікірлер: 6
@TheSebledingue
@TheSebledingue 4 ай бұрын
Nice !! Thank you very much. It's a cool power
@treehousebandit
@treehousebandit 4 ай бұрын
thank you and you're welcome, enjoy~!
@JustAccount05
@JustAccount05 2 ай бұрын
Please make tutorial how to make pick up weapon and drop with layers gasp 🙏
@TheSebledingue
@TheSebledingue 3 ай бұрын
Works perfectly thank you. There are 2 problems left. If you place several walls in the level, and you throw an object, the debris breaks all the other walls. Do you know how to resolve this please? Maybe disable the collisions of the geometry collection of the object launched for 0.1 sec, but how to do it? The second problem is the calculation to launch the object. The thrown object should always go to the center of the screen. I added an offset to your calculation, at a certain distance this fixes this problem. But at shorter distances the problem persists... If you could take a look. Thanks again
@treehousebandit
@treehousebandit 3 ай бұрын
Good idea for the offset. I'm not 100% yet on the best way to stop all the connecting walls to not be destroyed. I'm not sure if it can be achieved using multiple anchor fields because I have tried that with little success. You could try using a geometry script to make one large wall/floor and then fracturing that one piece rather than have multiple BPs connecting together. You could also try blocking out your level using static meshes and then combine them all into one static mesh and then fracturing that. I will play with this over the next week or so and if I figure it out I will post a video. Thanks for letting me know.
@TheSebledingue
@TheSebledingue 3 ай бұрын
@@treehousebandit Thanks
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