What is the correct way setting collisions for non-human Characters with Blueprints?
i was following the UE4 Tutorial for the 3rd Person Game blueprints. It was really nice (thanks Zack!) but i have a problem with the character collision since i am using a non-human character.
So i get this effect now:
I know i can change the capsule in the Blueprint itself but the only way it would work, would be a very spherical capsule that adds too much collision left and right to the character (marked Red):
So i tried to add an additional collision capsule but the world objects don't seem to care:
Player collision view with added collision capsule:
So, what i would like to know is, where am i going wrong? What did i miss?
Oh btw, the added collision sphere do work on Actors that have physics enabled though.
I did read that it is somewhat possible to use a Pawn as the parent class but that would kinda make the character blueprint obsolete and that couldn't be right, i guess ...
So where to start, what to read, how to proceed?
You still have old capsule component on, disable "Auto Activate" on it so engine will ignore it or disable any collision in it, you won't be able to deleted because capsule component is hard coded in to ACharacter class. Did you also tried to move it actully?
answered Feb 05 '16 at 12:00 AM
OMG, I have read so many threads just like this one and they all go through the same stuff and then at the end there is no answer. Did you ever figure out how to get the character BP to work with animals or did you end up creating a custom pawn?
answered Dec 17 '18 at 08:42 PM
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