auto MyCharacter = UGameplayStatics::GetActorOfClass(GetWorld(), ARRRAAPPCharacter::StaticClass());

ARRRAAPPCharacter* RealMyCharacter = Cast<ARRRAAPPCharacter>(MyCharacter);

float MyCharacter_Z = RealMyCharacter->GetMesh()->GetComponentLocation().Z;


if (MyCharacter_Z < GetActorLocation().Z)

{

StaticMesh->SetCollisionProfileName(TEXT("IgnoreOnlyPawn"));

}

else if(MyCharacter_Z > GetActorLocation().Z + 20)

{

StaticMesh->SetCollisionProfileName(TEXT("BlockAllDynamic"));

}


์ด์ œ ์–ธ๋ฆฌ์–ผ ์ž…๋ฌธํ•ด๋ณด๋ ค๊ณ  ํ•˜๋Š” ๋‰ด๋น„์ž…๋‹ˆ๋‹ค ๋ฐœํŒ ์ด๋Ÿฐ์‹์œผ๋กœ ๊ตฌํ˜„ํ•ด๋ดค๋Š”๋ฐย 


ํšจ์œจ๊ฐ™์€๊ฑด ์ƒ๊ฐ์•ˆํ•˜๊ณ  ๊ทธ๋ƒฅ ์ด๋ ‡๊ฒŒ ์งœ๋„ ์ƒ๊ด€์—†๋‚˜์š”?ย 


ํ˜ผ์ž ๊ณต๋ถ€ํ•˜๋‹ˆ๊นŒ ์ œ๊ฐ€ ์›ํ•˜๋Š” ํ˜•์‹์œผ๋กœ ๊ตฌํ˜„์„ ํ•ด๋„ ์ด๊ฑธ ๋‚ด๊ฐ€ ์ œ๋Œ€๋กœ ๋งŒ๋“ ๊ฑด์ง€ ์ž˜ ๋ชจ๋ฅด๊ฒ ์–ด์š”


ํ˜น์‹œ ๋‹ค๋ฅธ๋ฐฉ๋ฒ• ์žˆ์„๊นŒ์š”?