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Mover Encroach, Ignore vs Return

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

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Nali Priest Nali Priest
Posts: 7929
Joined: 11 Nov 2007, 21:00

Subject: Mover Encroach, Ignore vs Return

Post Posted: 17 Jan 2018, 14:01

Is there any reason to have ReturnWhenEncroach as a thing for movers? There are cases the movers get stuck open (i.e. doors with triggercontrol). Haven't seen that happening with Ignore. Does Ignore have any unique drawbacks though?

User avatar Mister_Prophet
Red Nemesis Leader Red Nemesis Leader
Posts: 2907
Joined: 11 Nov 2007, 23:30
Location: Long Island, New York

Subject: Re: Mover Encroach, Ignore vs Return

Post Posted: 19 Jan 2018, 02:17

Sometimes ignore can have weird effects, but the short answer is that triggering type matters more. So does what the actual mover is doing. In my experience it is always better to have a mover that is being used as a reusable door set to either Ignore or Return with the trigger type set to Control.

Technically, with Control being the trigger it matters little what the actual encroach parameters are if the trigger range and mover speed are set up correctly, so that pawns and players can always have the right of way during gameplay traffic. You could have a door set to Crush and if you set parameters right the player or the pawns that wander through will never physically touch the mover.

Ignore works good for one-shot, situational movers, whereas Return has little use outside ordinary door/gate/lift uses.

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