These are the objects created for the grapple hooks to hook onto. It has the tag "Hookable", which allows it to pass the verification process.
Originally I tried to get this interaction done with setting an object type called "Hookable", making the other end of the hook only reacts to this type, but that didn't workout. Tagging ends up being a functioning solution.
This type of mesh will allow pawns to phase through it, while being interactable (allow collision) with everything else, so that the player can grapple to it.
object type: hookable
collision response: anything but Pawn and Vehicle
A walkthrough for basic collision settings and nodes.
Something happens when another object overlaps with this object. Still trying to figure out why it only registers the player, but not the grapple-hook, while the grapple hook could actually hit and pull the player to this thingy.
Big update (not really), boosters now can register hits from the grappling hook. All it took was for me to realize that my Hook object didn't have a Overlap setup.
How It Works?:
When grappled onto a buff (currently the green buff), it scales down the player's gravity to 0, making all the forces applying to the player to be extra effective, then reset the scale back to 5.0 after colliding with the buff, as it also destroys the actor
Essentially it answers the question of "what object am I colliding with?", for "I" being the current object.
When a cast fail, it's like "calling the wrong number": yes you have dialed to someone, but not the one you are looking for.