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Spline Based Blocking and Trigger Volume
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  • Working With SBBTV
    • Adding a Spline Volume
      • Spline Blocking Volumes
      • Spline Trigger Volumes
    • Using One Sided Collision
    • Configuring Actors for Trigger Interactions
    • Using SBBTV with Procedural Content
    • Settings
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  • Enabling One Sided Collision
  • Collision Visualizer
  1. Working With SBBTV

Using One Sided Collision

How to enable and use one way collision with SBBTV

Last updated 12 months ago

Both active and passive blocking volumes can make use of one way collision, allowing the collision to be triggered when the player attempts to pass through the volume from one side to another. This can be useful in a number of ways, such as allowing your player to get back into the playable area if they somehow end up outside it, but not easily leave the playable area, or creating zones where the player cannot backtrack.

Please note that One Sided Collision requires that you have completed on any actors you wish to block, as it is actually an overlap even that acts as a block event.

Enabling One Sided Collision

Enabling one sided collision is very simple. Simply set the One Sided Collision setting to true on your SBBTV actor.

Should you find that you want the collision on the opposite side of the volume, enable the setting Invert Collision.

Collision Visualizer

While working in the editor, the direction of collision flow can be viewed by enabling the editor setting Show Collision Direction on the actor. This only impacts the actor in the editor and will have no impact at runtime.

Once enabled, arrows will show the direction that the player will be pushed back from the volume. Note that these visualisers are only available when One Sided Collision is enabled.

Configuring Actors for Trigger Interactions