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How do you get the vinterp Collision detection to work?

I am trying to get an actor to move from point A to point B with obstacles in the way. I would like the actor to detect collision when it encounters another actor or object. How do I get it to detect collision and not allow it to pass through the other actors in the scene? My current setup moves right through the other actors even though collision detection is on as far as I can tell. I've dumbed down my level to make it easier to understand.

Any help is appreciated.

-bsides

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Product Version: UE 4.10
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boxmove01.png (1.7 MB)
boxmove02.png (118.9 kB)
boxmove03.png (359.8 kB)
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asked Jan 18 '16 at 04:56 PM in Blueprint Scripting

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avatar image paradoc Jan 18 '16 at 05:25 PM

there's a lot going on here that could be in question, so it's tough to say, but a few considerations... check collision on actor that is moving and the obstacle, and make sure they can actually see each other. you could also do a line trace between your actor location and target location, and if that visibility is broken by another object (break your hit result to determine this), than perform function x where x = whatever your desired avoidance behavior is. if you're using AIcontrollers, you can actually use a navmesh/behavior system that already has pathfinding. if you're more specific about the context, it might be easier to solve.

avatar image bsides Jan 18 '16 at 06:42 PM

Here is a simple level. I have the actor move form its current location to the opposite side of the screen when the space bar is pressed. There are two actors in the way. The main actor simply moves right through them. Each has a spherical collision object in them. I would assume that when it hits another collision object they would either hit each-other and stop moving, or slide around each-other. Neither is the case, it just ignores the other actors.

Is there some check box that I am missing? I have sweep enabled, but it seems to have no effect.

Thanks for your help,

-bsides

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moveactor.rar (2.1 MB)
avatar image paradoc Jan 18 '16 at 09:02 PM

select the spherical collision component in the moving actor, go to the collision tab in the details, and use the block all preset. also, in your set actor relative location, uncheck teleport.

avatar image bsides Jan 19 '16 at 09:18 PM

Still not working...I've changed the settings you recommended and I even tried toggling on CCD but I'm still having no luck getting it to actually collide with other objects. I've looked at some of the starter content, and some use physics to drive it, but I shouldn't have to do that for what I'm doing. Any other suggestions of things I could check?

Thanks for the help,

-bsides

avatar image paradoc Jan 19 '16 at 09:38 PM

[deleted earlier incorrect info] make the collision sphere your root component

CollisionTest

collisiontest.jpg (154.9 kB)
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1 answer: sort voted first

I think you should not be using "Teleport" since that is meant to be used if you do not(!) want to check the path in between the current and the destination location.

And as mentioned before all components that are to be part of the collision process need a collision preset that allows them to block each other.

Marc

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answered Jan 27 '16 at 05:01 PM

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mkamradt
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