Free movement about a vehicle

I have two actors, one is acting as a vehicle for the other, we’ll call them the vehicle and the passenger.

The vehicle transform is the parent of the passenger transform and while this covers most interactions between the two it doesn’t allow the passenger to move about the vehicle utilizing physics collisions to prevent overlap with vehicle walls and what not.

I need collisions between the passenger and vehicle to behave as if the vehicle was a WorldStatic object, however the vehicle also needs to be able to move and collide with other vehicles which makes WorldStatic not an option for this scenario. I have tried turning on blocking collision for both and it causes passenger movement to have a very large undesired impact on the motion of the vehicle. I need the vehicle to be able to affect the motion of the passenger but the passenger can’t affect the motion of the vehicle.

Is there anyway to accomplish this in UE4 as it is?

Hi,

if i got your idea right you want make a vehiclt with passenger and next realisation advice depend on more details:

if you want make passenger static and not collide with anything else, i think it’s simple to disable physics on exist actor in world through blueprint

if you want make passenger not static and able to move and collide inside vehicle on crash (for example), then you need provide more details on how you combine them, possible ways:

  1. add child component into vehicle blueprint at run time with vehicle blueprint, in this case you can change child’s properties with functions containing “local” in names
  2. add child component into vehicle blueprint staticly in world editor
  3. attaching passenger actor to vehicle actor (it’s the same like drag and drop you static passenger in world into vehicle actor in world actors list, in this case both will be moved when parent actor moves)

hidden collision problems:

  1. when you see vehicle’s mesh it doesn’t really represent actor’s collision, for example in character blueprint collision represented by capsule component
  2. complex meshes (like default blue/white dummy character) don’t have real mesh collisions because it would cause too much CPU calsulations, it’s still possible to make collision on complex actor right by mesh, but usually UE4 makes simple collision shapes, for example - simple sedan actor probably will have invisible cube collision that prevent actors passing inside, to change collision compexity follow into collision editor Setting Up Collisions With Static Meshes in Unreal Engine | Unreal Engine 5.1 Documentation
  3. if your sedan vehicle for example have simple cube collision shape, placing any colliding actors inside launch overlap of course and in this case you can make your passenger of different type physics to prevent colliding with invisible vehicle’s cude, at this point if you need make simulation of collision inside your vehicle for passenger make hidden actor cube in vehicle with textures that can be seen from inside cube and not outside, because then you can make collision that will shake your passenger inside box and prevent passenger moving outside of vehicle visually

p.s. don’t forget mark question as answered when problem solved, so anyone else later can have same question and may find solution faster, if you find solution on your own, don’t forget write it too

After a lot of careful consideration and prodding with the engine I’ve decided what I was trying to accomplish defies the engine logic as is. I have redesigned this feature for my game and will not need an answer to this question.