Character Class - Can't use static meshes collision bounds.
~ 2016... i still am unable to SIMPLY use one of my components as the basis of movement for the class BP OR even as the collision bounds for my object. This means that every character forever has to be the shape of a capsule and only one part of it can collide forever. If u do manage to make the collision based off the skeletal mesh, you can get a bit more complex with your collision geometry but then your mesh tends to work in strange ways...
I NEED to use the character class for my tank game because...
-Movement replication is not supported for physics based movements. wow.
-Floating pawn movement (FPM) component just doesn't replicate movement and any rpcs on FPM that u could set up to try to replicate the movement is gross looking and just overall hacky IMO.
its stupid things like this... i can use my tank's physical meshes for collision purposes in the character movement component, that is stopping me from making any more progress on my game as well as 7 other attempted games.
It's always something stupid and small that's totally fatal to my entire game plan, when it comes to using blueprints.
Don't get me wrong I LOVE BLUEPRINTS. But they're not being updated enough. and when they are updated, the update is usually really obscure and seemingly only relevant to maybe 1% of blueprint users rather than the super simple stuff that i find all over the internet that people have been COMPLAINING ABOUT SINCE 2014.
If anyone can help me out on this stupid collision issue.. great... please do. If not, i may be done with ue4 there are too many flaws and not enough addresses to those flaws to continue trying to use it.
asked Mar 22 '16 at 01:28 AM in Using UE4
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