Spline Blocking Volumes

Using SBBTV for blocking volumes

This page assumes you have followed the steps outlined in Adding a Spline Volume and have the spline volume actor placed in your scene and shaped accordingly. If you have not done this, please check the steps in that page and ensure you have completed them before continuing.

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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