Hello.
I have a few issues with setting up collisions. I watched a ton of videos on collisions, and I can properly set up collisions for just about everything except the player.
I’ve taken a few screenshots of my attempts using the Third Person Template, just to make sure that everything else is set up correctly.
Here it goes:
This is one of the ways in which I have set up the extra collision. What I don’t understand is why is the extra collision overlapping the box, but the capsule isn’t.
This is the result when the other object is a static mesh without “simulate physics” enabled.
When I tick “simulate physics” on the box, the extra collision box works:
The problem with this, however, is that even though I’ve set a mass of “5000” on the box, the player is still able to move it like a feather. Why does the physics engine allow the player to move a box that weighs 5 tons and how can it be stopped?
I would rather make the box a static object, without “simulate physics”, but I can’t find a way to make the extra collision work.
I’ve also tried the following as a test:
- I’ve added another mesh(a cube) to the player blueprint, just in front of the player (imagine a weapon of sorts)
- Set collisions on that cube using PhAT
Same result. That mesh only collided with objects that had “simulate physics” enabled, so it went right though walls.
I have 3 questions:
- Why does only the capsule collision work?
- How can I prevent my custom collisions from overlapping static objects (that do not have “simulate physics” enabled)
- How can I have the player be able to move objects according to their mass. For example, a 10kg cube should be easy to move, a 50kg cube should be harder to move, a 200kg cube should be impossible to move unless there is a powerup active or something. Anyway, you get the idea.
I thank in advance to anyone that is able to shed some light on these matters.