#to answer anyways: you can see in that
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ah, it was different before
It was custom, BlockAll with Pawn Ignore.
So to trace, should it "block"?
I think OverlapOnlyPawn would do the job for me.
Unreal Engine
Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the differe...