Problem with LineTraceByChannel ignoring Actor

Hi,

I have a problem with LineTraceByChannel.
Basically, My raycast ignore the collision with an Actor.

Here are the setting :

I tryed to check/uncheck/select blockAll and many other comination, it never worked.

And here I tried Location/ImpactPoint, it works perfectly with the walls and other object, but not with my actor :

What Am I doing wrong ?

EDIT :
Ok, so I managed to make it works, but not the way I want.
If i set “BlockAll” on the Capsule collider, everything works. If I set BlockAll on the Mesh, it doesn’t.
Also, if I don’t set ObjectType as WorldStatic, it doesn’t work even on the capsule collider. But my NPC move and he is a pawn, so object type should be PAWN.
Since I want something accurate for this situation, and I would like that when I “AIM” near the head I don’t hit, How do I make my mesh block the LineTraceByChannel?

Well, correct me if i am wrong, but i remember that UE4 ignore children component’s collision check when you move that actor, a design to reduce resource used while in game, but it sure increase the amount of hair i pulled out in frustrate.

So here are my solutions:

  1. Easy path, make your capsule collider smaller.

  2. Change your skeletal mesh so that it become the top parent component.

  3. Instead of using :LineTraceByChannel, use a small object as a bullet and check for Overlap event.

Yes you right, thx will do option 1 so. But what about the TypeObject?

Why do I have to set it as WorldStatic in order to make the collision works?

First, check out the document mate

Then check not only your character capsule collider setting, but the other actor and environment as well.

And make sure to test a lot with collision mate, understand collision system from the beginning will be easier for you in the long run.

Hi, thanks for it, but I already read it.

But even with that I can’t find my answer.

I have an AI, she move on the stage, so I set her capsule collider with the pawn Preset “custom Pawn object” where i just changed the visibility channel to block : http://i.imgur.com/vGMeza2.png.

In my player character I do 2 raycast (depending on what is the input). One is a LaneTraceForObject, the other is a LaneTraceByChannel.

The LaneTraceForObject detect my pawn. which is good because it’s Pawn object.

LaneTraceByChannel don’t hit my object. it go trought it. Since my traceChannel is “visibility” and I set the capsule collider to block the trace by Visibility, I don’t get why it doesn’t work.

If I set my Pawn to worldStatic, it doesn’t hit anymore with the LaneTraceForObject which is logic, BUT it do hit with the LaneTraceByChannel. This is why I’m confused, why it do that? a Pawn can"t block the visilibity channel?

Seem like you are not the one who had this problem

So as the guys said, either create a new trace channel, or you can use camera channel, which i have test and it seem to work.

Camera Channel solved the issue for me. Thank you!