Collision stopping movement on different axis.
Hi, I'm having some trouble with colliders. I am making a top down shooter where you can move left/right & forward/back. I have some standard cubes acting as walls with the block dynamic option selected.
The problem I am having is that when moving left to right, the player is being stopped which is great, but if they are touching the side wall, it also stops them moving forward and back unless they move to the side a little to stop from touching the side wall. I don't quite understand why this is happening, in Unity, if you have a collision to your right, then you are unable to move further right, but this does not stop you moving forward or backwards. In UE4 it feels like the player is kind of stuck to the wall.
To summarise, touching a wall on the X axis also stops movement on the Z axis.
Any idea what I am doing wrong?
asked Dec 30 '15 at 03:23 PM in Using UE4
Yeah the collision definitely looks tight. Have you tried adding a box collision component to the actor, and using that as the main collision instead? You'd have to parent the ship mesh to the box collision, but if you are able to give this a shot let me know how that works. It could be related to the fact that you're using the mesh's collision.
answered Dec 30 '15 at 06:33 PM
Sean L ♦♦ STAFF
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