"movable" attribute makes it immune to collision detection from interpolate actors?

FrantoFranto Member Posts: 779

Hi, I just realized in another thread, that actors with interpolate active will not be detected by actors with "movable" unchecked, however, once "movable" is checked again, they are affected. Other actors without interpolate will affect it regardless of either.

Is this a bug or just some kind of system limitation?

Comments

  • JSprojectJSproject Member Posts: 730

    during interpolation there is no collision detection, this has been the case in GS for years (possibly forever).

  • HopscotchHopscotch Member, PRO Posts: 2,782

    @Franto, reason is that interpolate has precedence over the physics engine.

  • FrantoFranto Member Posts: 779

    @JSproject I see, I'm guessing actors pass through becuase of this, luckily, the overlap detection works for movable actors at least, even if there is no collision detection, so that rules requiring this condition can run{, such as damage calculation.

    @Hopscotch I see, all this time I thought it was a bug or memory threshold overload error. B)

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