Set Character Collision to Mesh
Hi, I have taken a copy of the MyCharacterBP and I am modifying it for my game. The Blueprint uses a Capsule for collisions. Is there a way i can use my characters body for collision (to make the mesh itself interact with the world geometry and other objects), or at least change the Collision Capsule to some other shape (like a box or a capsule that is not the same length and width)?
asked Jan 31 '15 at 02:28 PM in Blueprint Scripting
If you are using the CharacterBlueprint of the examples you have to stick with the capsule for now, the reason is that the CharacterMovementComponents requires it. From that you have to options, create a totally new new movement components or play around with the height and width of the capsule. Using the whole mesh for all collisions is a bad idea because it will cost a lot but the mesh is actually used for traces such as bullets to be precise.
If you still want to go the route to create you own movement component you have to create a new Character in C++ that changes the default movement component set by ACharacter. You can do that using your characters constructor:
To be able to achieve your goals you should look at the implementation of UPawnMovementComponent and UCharacterMovementComponent.
answered Jan 31 '15 at 04:49 PM
What I would recommend is that you change the collision type of your capsule. then you can ignore that type with other objects.
For example, I set my capsules to Pawn and my character meshes to Skeleton Now I ignore Pawn collisions with the mesh which is set to Skeleton.
The effect for me is that I use the capsule collision for some things but not for character interactions.
answered Jan 10 '17 at 12:15 AM
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