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Setting up a character pawn w/ proper Collision

How would one go about setting up a Pawn derived from class APawn with proper collision; one in which it doesn't fall through the floor? This is the start of myself creating a Pawn that utilizes Steering Behavior using force vectors for movement. What do I do in code to prevent it falling through the ground on placing it into the world and hitting play?

All I have is a simple Capsule Collider as a RootComponent. I tried setting Collision Enabled to Query and Physics and it still falls. Is there another component that needs to be added? I cannot find a real tutorial which sets up a character Pawn via C++ code. Extending through Blueprint advice is also acceptable for me. Thanks.

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asked Feb 02 '15 at 10:12 PM in C++ Programming

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avatar image MajinKen Feb 02 '15 at 10:33 PM

I also want to mention that this Pawn is meant to be an AI, so eventually I think there will be an AIController on it. would I need to define a custom movement component for the force vectors to apply on it?

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Inside the capsule component you need to either use the presets or specify how you want it to interact when colliding. default I believe is overlap all but sounds like you want block all.

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answered Feb 04 '15 at 05:19 PM

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