by argv » Tue Nov 14, 2017 12:31 pm
As far as I can tell (both by testing and by reading the engine source), CanCollideWith is not called to decide whether hitscans can hit an actor (as opposed to going through harmlessly, as if the actor wasn't solid/shootable). If I'm correct, then please also call it with hitscan puffs or add some other way to similarly control hitscans.
The use case I have in mind is a “shield” actor that surrounds and protects another actor. Currently, there doesn't seem to be any way to do this without making the protected actor's own hitscan attacks hit the shield. I suppose another THRU flag could be added for this specific case, but generalizing it seems like a better idea.
As far as I can tell (both by testing and by reading the engine source), CanCollideWith is not called to decide whether hitscans can hit an actor (as opposed to going through harmlessly, as if the actor wasn't solid/shootable). If I'm correct, then please also call it with hitscan puffs or add some other way to similarly control hitscans.
The use case I have in mind is a “shield” actor that surrounds and protects another actor. Currently, there doesn't seem to be any way to do this without making the protected actor's own hitscan attacks hit the shield. I suppose another THRU flag could be added for this specific case, but generalizing it seems like a better idea.