Drunk On Nectar Gameplay6/20/2021
If a matching collision tag was found, this function returns true, otherwise it returns false.Eg: Pixels carrying damage for A.I.A.I. to jump), Portals (for projectiles or characters to pass through), etc.Collision tags are created for pixels at the time of painting effects (see Paint Functions ).
Typically you will supply this via generic collision events without knowing the exact primitive yourself. Remember to use exactly the same collision tag you passed into the system earlier in the Paint Stroke node. Typically the correct place to do this is while painting the stroke itself as you have more context of the overall effect there. Very useful for projectiles, etc that need additional margin for believable collision effects. The best example for this is the sample projects Character Interaction Floor Pit (Item 3 in Paint Collisions) where players are allowed to dig holes of different sizes on a wooden floor and the A.I. You can create multiple queries for the same collision tag The sample project uses this technique to make A.I bots jump across small-sized holes and fall into large-sized ones. Blueprint tip drag a wire from this parameter, type Make Array, and then Make DonPaintCollisionQuery to rapidly setup your queries. Use this to drive gameplay decisions by testing which collision tag succeeded, and also which specific filters it passed with.
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