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character pushing another using collision

Hi everyone, i'm trying to do something that might be simple for you but still makes me sracth my head right now:

ok so i got my main character, let's say he's going to push a pawn, causing him to fall (with simulate physics), and this pawn will likely push another pawn himself while falling ( which will cause him to fall too with physics). I'm trying to set the collision from the first pawn to the second: i'm using a capsule collision which overlaps pawns and causes them to get their physics simulated, but the problem is as soon as the scene starts, the pawns fall to the ground. Is there a way to create a capsule collision that only reacts to physics simulated bodies or who would wait for the player actions to wake up ? i can't work with channels as the pawns are two references from the same ai blueprint. I guess it could alose resolve my problem if my collision capsule would only react to others, and not to the one who carries it in his blueprint. I saw the "ignore actor while moving" function but have failed so far to use it.

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asked Sep 03 '15 at 04:04 PM in Blueprint Scripting

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