Spline Blocking Volumes
Using SBBTV for blocking volumes
Blocking Volume Types - Passive vs. Active
SBBTV includes two types of blocking volumes, passive and active. These each have different pros and cons, and can be used in conjunction within a scene to give different results.
Passive Blocking Volumes simply block the player (or actors of a defined set of collision channel types) from passing. These are commonly referred to as "invisible walls" and are a standard part of almost every game in existence. Traditionally, these volumes are created using a series of blocking volumes, which are somewhat limited to trapezoidal prism shapes within Unreal Engine.
Active Blocking Volumes are used to impart a small effect on the player (or actors of a defined set of collision channel types), causing them to bounce back away from the barrier. The velocity of this bounce can be configured as necessary.
Setting up a Passive Blocking Volume
To configure a SBBTV actor to act as a passive blocking volume, ensure that the Volume Type is set to Block-Passive.

Setting up an Active Blocking Volume
To configure a SBBTV actor to act as an active blocking volume, ensure that the Volume Type is set to Block-Active.

Additionally, to control the velocity impact that the active blocking volume has on the actors that it blocks, ensure that the Launch Speed is configured as desired.

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