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Isn't "Sweep" supposed to work when using "Add Actor Local Offset" with a skeletal mesh?

Hello, I'm trying to figure out how to enable collisions with the world when the player is a pawn that uses a skeletal mesh.

If I use a static mesh, everything works as expected when using a static mesh, just like in the UFO example.

This setup will not allow the pawn to go through walls, and will print on the screen the correct name of the object that was hit This setup will not allow the pawn to go through walls, and will print on the screen the correct name of the object that was hit

On the other hand, with the following setup (skel mesh instead of static mesh), the pawn goes through everything in the world that does not use "Simulate Physics" Between these 2 setups there is nothing changed except the mesh (from static to skeletal).

I have an animated skeletal Suzanne that I am using for this second example. With this setup the pawn goes through everything in the world that does not use

Proof: Notice that Suzanne is inside the wall

How can this be fixed? I want to use a pawn with a skeletal mesh but not allow the pawn to go though world objects.

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asked Mar 24 '15 at 05:27 PM in Blueprint Scripting

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Darell
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avatar image Darell Mar 24 '15 at 05:36 PM

**Note:* When I use the skeletal mesh, I am setting the collision preset to "Pawn" on it, otherwise it will not collide with anything because the default preset is "NoCollision" Also, in PhAT, I've set a capsule around the mesh and the simulation works just fine.

Collision Preset: alt text

avatar image Darell Mar 24 '15 at 06:02 PM

Ok, so I've fiddled a bit with this and it seems that sweep only works with skeletal meshes if the Collision Box is the root of the pawn. This works: Pawn_Hierarchy_for_sweep_to_work

Basically, if you take the example with the static mesh from the question, replace that mesh with a collision box, then add the skeletal mesh as a child, sweep will work.

Is this the correct behavior or should sweep also work with skeletal meshes as the root?

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