They are in families. Everything I make is always in a family, except for debug objects and such. All characters in the game (player controlled, and ai) have a physics object that is in the family Character_Coliders. Each Ground detector for every character in the game is of the family Character_StateManager. This manager controls numerous objects that check nearby for walls, cieling, and floor. It also runs some ray-tracing if needed.
Long story short I run the following logic:
For each Character_State...
is overlapping (any object that should be solid including character coliders)?
The problem is that will always be true because the state is overlapping its own objects collider. I need to somehow obtain a list of objects that it is overlapping and if it is only overlapping 1 object I can see if that objects uid matches the stored uid of the collider belonging to the character. Iv tried but somewhere the subtleties of the list of objects construct 2 selects has escaped me. I could program this in a heart beat but I can't seam to event script it.