Pawn rotating, Collisions not so much ?
So, this took me almost a day to figure out and this is horrifying me. But I really REALLY hope this is a mistake on my side.
It seems like rotating a pawn will not update it's collision properly. In fact, it looks like the collision mesh will rotate using it's own pivot point instead of rotating in relation to the static mesh Though, the Show COLLISION command shows that everything is correct...
Weird huh? Just take a look at that
In this example I have a stick that has a long collision mesh. If I rotate the mesh upside down, i can avoid the blocks just fine. Because the collision's pivot is at the same place as the static mesh.
But if I move the Collision to the end of the stick and rotate my Pawn so it avoids the obstacles, it will collide nonetheless. Fun facts : This happen if I rotate the pawn in-game and also if I do it in the editor !
And the last test, rotating the pawn so it hits something. Well, it doesn't !!
So, did I messed up editing my collision mesh ? Am I missing some kind of settings to tweaK? I'm not using any third party tool, only UE.
asked Dec 24 '14 at 05:27 PM in Bug Reports
This does appear to be an engine bug, I have a fix for 4.8 that is being reviewed by some other engineers. Thanks for the test project, it helped track things down!
answered Apr 08 '15 at 12:35 AM
I was able to reproduce this and have entered a bug report, UE-7030 to be assessed by the development staff.
answered Dec 26 '14 at 03:29 PM
Hi everybody! we have the same bug in 4.22, we have a camera rotating around an object, we want the camera to clllide with object in order to not make it go through them, how could we solve this problem?
answered Jun 06 '19 at 01:38 PM
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