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• If you want to change the collision or mesh of the a staticmesh you also have to convert it to a mover.
• Collision for mover are a bit tricky, for most mover best is no collision/block weapons, and do the real collision for your character with a dynamic blocking volume, like adequatex said.
If you want it to collide with almost everything you have to check "NotifyRigidBodyCollision" and set collision to "block all"
1. I don't think this is the right spot to ask this, but i don't have a problem with this.^^ You can ask this stuff always directly.
2. It's not hard to implement if you stay the easy way with movers. Also you have to learn it for some kinds of dynamic options in your maps.
Everything AdequateX said is right. But maybe missing out some basic points, which are pretty obvious if you had done it once before.
First of all you have to create some sort of floor -> right click "convert to mover"
Then open Unreal Kissmet (right of the Content browser).
right click "new matinee" -> double klick it
Add new empty group, and name it "mover"
Under this "add new movement track"
-> Add Key points at the start and end of the matinee. And klick on the second point to activate it. Then mover your "mover" to the spot i should.
So you would connect the matinee data and the dynamic blocking volume in kismet and have a trigger actor in the world and in the kismet as your switch to activate the matinee track and blocking volume.
A single axis matinee track is probably the easiest thing to do in unreal matinee.
Also dont forget to set the collision on your mesh as when you convert it to an interp factor it sets the collision to "no collision" you need to set it back to "block all".
Though you can just hide behind the barriers when hurt and heal up, which makes it pretty easy. :P But I only played it solo, I can imagine it'd be A LOT harder with other players, since every time they get hit with a rocket it'll damage everyone near. And if there's player collision, it'd be tough to fight for cover.
One thing I think would be cool is if the area was wider with barriers that go up and down. That way it'd be like HuskDodgeBall, only doable, heh. But I can imagine that would be problematic in a 6 person game, especially if there's player collision.
Stoked to try this out on my server with a group!