Custom Collision makes character levitate
I'm setting up custom collision profiles to "fake" flying units in an RTS game. To do this I set up two Object types in my project settings (GroundUnit and AirUnit both set to Block). Then I set up collision presets for each. Both presets are identical to the Pawn preset except the object type is different (as well as air units ignoring ground units and ground units ignoring air units)
The problem is that when I enable this setting on my characters, they levitate about 1/2 their capsule height off the ground. Changing the Object Type back to Pawn fixes the problem but it makes the collision profiles useless as well. I've tried setting the object types response to overlap or ignore but then they just fall through the navmesh as well. What would be causing this problem?
Also, the characters have no collision on their mesh and this is all done on the capsule component. I am working on version 4.6.1
I realize this question is a year old and you've probably moved on but I just ran into this problem myself and I may have a solution for anyone else that encounters this.
I have an Actor with a BoxComponent that spans the entire map with the OverlapAll collision profile. Because my custom profile was just a copy of Pawn it had WorldStatic (the object type of the OverlapAll profile) set to block and since the default response type of my custom Object Channel is block, the OverlapAll profile (along with several others that shouldn't) was blocking my custom Object Channel. Editing the default profiles to have the expected response to my new channel fixed my problem.
answered Jan 26 '16 at 07:06 PM
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