I have a BP Actor with a static mesh and a pickup collision trigger. In order for the pickup collision trigger to follow the mesh, the trigger collision has to be a child component of the mesh…?
The issue is that the Sphere Collision component is inheriting the collision of the mesh and therefore blocking the pawn and not overlapping.
I’m having a bit of trouble understanding exactly what the issue that you are having is. Is there a way that you could provide some step-by-step instructions for me to reproduce this issue, or create a simple test project that you can provide so that I can look into this issue further and help you figure out how to solve it?
Thank you for taking the time to look into this issue. I have created a demonstration video to help explain what I am experiencing. Hopefully I provided enough information to explain what is going on.
Towards the end of the video note that we get different results for simulating physics when using static vs. skeletal meshes.
First, thank you for creating the video. It was helpful in the sense that I was able to rule a few things out. I think that the best action to take now would be if you could send me your project so that I could take a look at exactly how it is set up and attempt to diagnose the problem from there.
Here are the options for submitting your project:
If you cannot get the project below 50 mb, send it to me through google drive or dropbox.
If there are concerns about privacy, you can send me the project or a link to a dropbox or google drive where I can grab it in a private message.
I look forward to taking a look at what you have and solving the issue.
The issue with your collision is that your Pawn is set to block World Dynamic, but your objects are all set to World Dynamic. What you’re going to want to do is create a custom collision, which you can do if you go to Edit->Project Settings->Collision. There, you can create a new object channel for the Pickups, and then go to the Presets tab and create a new collision preset that ensures that you can overlap your newly-created Pickup object channel. Have a look at this documentation as well: Collision | Unreal Engine Documentation
I understand. But I do want the static and skeletal meshes to be blocked by the pawn. I DO NOT want the “Pickup Trigger Collision” to be blocked (collision sphere) which is set to “overlap only pawn”…
In the example I provided, the static mesh does not have a problem, only the skeletal mesh. And the are set up exactly the same.
If you go ahead and create a custom collision, and then an object channel for your Pickup object, you’ll be able to pick and choose which objects it collides with. This will give you the maximum amount of flexibility and should allow you to achieve your goal. If you do not know how to do this, have a look at the documentation: Collision | Unreal Engine Documentation
Creating an object channel called Pickup, or something similar, and assigning it to your pickup triggers will allow you to specifically choose the behavior of the collision as it pertains to that particular object type.
I also forgot to mention that the reason your test skeletal mesh wasn’t simulating physics is because it didn’t have a collision preset selected, which is a requirement.