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ProcessTouch not called

Hi!

I'm using UDK with UE3, and I have a class that extends Projectile:
class QuadForceChaosProjectile extends Projectile;
It seems to function fine, in that it travels, and it gets destroyed when it collides with something. However, the ProcessTouch event isn't called:
simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
{
    Super.ProcessTouch(Other, HitLocation, HitNormal);

    GetALocalPlayerController().ClientMessage("ProcessTouch called");
}

I'm wondering if there's some noob mistake I'm making, as I haven't worked in Unreal since I worked on Star Wars: Lethal Alliance.

Replies

  • almo
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    Update: HitWall is called, but not ProcessTouch. The objects being hit are KActors, so I find it strange that HitWall happens but not ProcessTouch.
  • blankslatejoe
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    blankslatejoe polycounter lvl 19
    I've never messed with overriding ProcessTouch, but if it's like the normal Touch, than isn't it reserved for passing through uncollidable objects--like triggers and volumes? You might be looking for HitWall() or Bump() or something instead?

    Or perhaps it's meant to be used when the projectile itself is set to blockactors=false (as in, it travels through walls, friendlies, items, etc)...if so, check your collision flags to make sure you're set up kosher.
  • almo
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    I'll check Bump. HitWall seems to be called as well. Thanks :)
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