Shield Collision Help

Trying to setup a player shield that will actually use collision for melee combat and realism. Either the shield stays attached to the character node fine, but no collision is applied (simulate physics false). The shield goes right through walls and stops about the players hand. If I set simulate physics to true it falls to the ground, then sort of moves as I move until there is collision. For example when it hits the wall it bounces the other way, quite far. I can adjust some settings in the blueprint I setup for the shield mesh object, but it still does not collide with a wall, just the player… I try walking forward with the shield and I get knocked backward with each step. Can anyone point me to where I can learn more about the right settings for this type of use, or tell me what I should be doing to get this to happen properly. I am a relative noob but with a lot of programming experience. Once I find out the right info I can figure it out. The documentation available does not get specific enough for this instance. I also tried to use the Ignore Actor for Collision function to get it to ignore the player character for collision, but it made no difference. Having the shield go right through the wall just isn’t good enough.

This is just a half answer but can be helpful.

If walking you get knocked back:
Your player have to ignore the collision with the shield , or move the collision of the shield out of the playercollision.

While you costrain an actor “shield” in a place, doesnt mean that the player collision take care about that.
Walking about the wall, if you move the player , the player will detect the right distance for not enter in the walls.
But the standard player dont have any point to know about the collision of the shield.
You have to build up something.

Wall? what kind of wall?
Try to set Collision at custom , and set the right type of actor for the shield .
Try to use an actor with a mesh and a collision , instead of the unreal “basic static mesh” cube and stuff.
If you have multiple static mesh or stuff, be sure to check every collision panel.

If i remember right, the complex collision are ignored with the physic active.
so be sure that the wall and the shield are simple type (if you need physic).
Good Luck

marking as answered…