Is there any way, using a callback or flags, to completely avoid collision response between a Controller and a kinematic actor.
Im receiving onShapeHit() callbacks from a colliding pair, which means they already interacted. Ive tried returning PxFilterFlag::eKILL for this kinematic controller and kinematic object, but onShapeHit() is still triggered, Im guessing this is because the controller system is built on top of physx?
What I would like to do, it completely ignore/avoid any physics calculations or callbacks on a controller and a specific kinematic actor, essentially have them pass right through each other.
Im leaning towards making the kinematic a trigger shape actor, but Id like to know it its possible to make two objects in general ignore each other completely?
Edit: I remember physx 2.8 or so, had collision groups represented by flags, whats the direct replacement for that, assuming thats what it did (avoid all calcs)
Edit: Although im detecting the collisions in the filter shader and returning eKILL, the problem seems to be with the move() call in the controller, there doesnt seem to be a way to stop calculations between a ctrler and objects hit as the result of the ctrlers move() call. Unless ive overlooked something.