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How to allow Character pawn to push other Character pawn?

Hello guys!

I know that Character actor is kinematic, but I need to allow other players to push each other. And also I don't want to write my own physic based character.

So what's the best way to add this feature? I also need in ability to push characters by some level parts - moving walls, giant falling balls and etc =)


Product Version: UE 4.7
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asked Jun 01 '15 at 04:29 PM in Using UE4

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avatar image eXi Jun 01 '15 at 05:10 PM

Adding force to the PlayerCharacter on overlap. (:

avatar image Acrossfy Jun 01 '15 at 05:47 PM

Hm.. It seems that I have described my question incorrectly =) I need to make it so that one walking character could move other character like in Mortal Kombat (it's the first game that I remember with same characters behaviour).

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2 answers: sort voted first

In my Fighting Game Project I use an event that is called every frame the character moves and when they have a certain distance. When they are too close, player A pushes player B the direction it is moving the same amount.

I move my characters with Add Actor Local Offset, so the pushing is also done the same way. It may be a different story if you are using velocity but I think the way to do it would be similiar anyhow.

One thing that is a plus on my end is, Add Actor Local Offsets work together, having two of them does not cancel the other.

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answered Jun 02 '15 at 05:35 AM

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avatar image Acrossfy Jun 04 '15 at 10:02 PM

I thought about the same way but hoped that there is more proper way. I did it with Set Actor Location. Anyway thanks for your answer.

avatar image minnow Jan 15 '18 at 04:13 PM

Hey if I set sweep, It could print error. like infinity loop. And When unsetting sweep, Character pass through a wall.

How did you solve?... I need pushing character each other

avatar image TSpartanT Feb 02 '19 at 09:55 AM


Add a delay onto your event chain. That fixed it for me. It works at 0.01

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I used Launch character on both, using each side of the difference in velocity vectors to make it act like an elastic collision equation. But yours sounds smoother.

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answered Feb 02 '19 at 03:30 PM

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