I've defined a projectile with the FLOORHUGGER property. As such, it will "pass over all obstacles until they hit a solid wall (not a raised floor)."
Would there be a way of tweaking this, so that the projectile will also die when it hits a floor, raised higher than x units from the projectile's position? Some high jumps performed by the projectile appear rather goofy (with the similar being true for dropping down high ledges). Perhaps making it a FLOATing actor would help?
I saw this thread, which makes me believe this behavior is not possible. Is that the case?
FLOORHUGGER and MaxStepHeight?
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- NeuralStunner
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Re: FLOORHUGGER and MaxStepHeight?
Instead of a floorhugger, you could try unsetting the NOGRAVITY flag, adding +NOEXPLODEFLOOR, and giving it a really high Gravity property. This should keep it on the floor pretty well. +STEPMISSILE is also needed in this case.
- InsaneFury
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Re: FLOORHUGGER and MaxStepHeight?
Thanks, that did the trick! 
