Flipbook collisions do not work with custom collision channels

Unfortunately flipbook collisions do not work with custom created collision channels.Please fix this as soon as possible because it renders flipbook collisions useless otherwise . Another wasted day of my life :frowning:
Happy holidays!

Hey ,

It seems that this is true for any collision channels when using a flipbook component in a character BP, and not only custom collision channels. It works as intended when used in its own blueprint. I entered a bug report for flipbook component’s collision being ignored (UE-7013) and I’ll let you know when I see an update on it. Thanks for report!

Is this bug marked as high priority ? I simply cannot work without collisions working. Any chance to see a quick fix now that guys are back?

It hasn’t been marked at all yet because developers only got back today. I know started assessing it earlier, but at this point there isn’t much I can tell you.

Thank you !

Any chance that this has been fixed?

Hey ,

I heard back from on this one, and it seems that for characters using CharacterMovement component, flipbook collision won’t work. CharacterMovement component works off of Capsule and nothing else. If you want to use something else as collision body for movement purposes you would need to do a custom movement component as well. For your game, you probably wants to still use character movement component, but use capsule only for collision against rigid geometry, and define a different overlap channel to test for collision against enemies / projectiles that you would set on your flipbook component.

Hope that helps!

Hey Bey,
I am afraid i did not quite understand what you are trying to explain to me.I just started experimenting again with flipbook collisions and nothing seems to work.
Lets take it from start so you can better help me out with this.

My main character BP has a CharacterMovement and of course a capsule component. In there i have a flipbook. My capsule is set to “vehicle” and my flipbook has a custom collision channel called “shield” .
I have another BP that has a projectile and in there i have 2 collision boxes. One of them is set to only overlap “vehicle”(and ignore everything else) and other one is set as “shield” and only overlaps it self(shield).

Based on what i understood from above answer when my projectile’s shield box overlaps my flipbook i should get a response .This is not case. It simply does nothing.On contrary other box works as intended.

What exactly meant? That anything that has a movement component cannot have ANY flipbook collisions ?Or you can have flipbook collisions within a character BP as long as it is on a different collision channel?

It appears i had unchecked(!!!) generate overlap events. I do not know how,why or when but i think it works for now.I will keep you updated on this.