[Request] Change RootComponent in custom character
Hi, I've noticed that currently one has to take an important and functionality-exclusive decision when working with the physical entity the player controls (custom Pawn or Character):
a) If you want to base the collision on a mesh, you need that mesh, static or skeletal, to be the RootComponent of the class (marked as [ROOT] in Components of the Blueprint, in Editor), and, as far as I know, that currently forces you to use a custom Pawn (like the Ball in the Rolling Template, whose Root is the ball mesh).
b) If you want character behaviour, functionality and variables already in a pretty advanced stage, you need a custom Character.
Conclusion: you can't have, by now, a custom Character with its collision based on a mesh or something different than the CapsuleComponent (unless you construct your class from Pawn but adding part of the Character functionality, which is possibly tedious and can bring problems).
Proposed solution: allow to choose, within the editor (in Blueprints' Components or Defaults) what should be the RootComponent of a custom Character blueprint.
Character doesn't support more than capsule right now, though we may add box at some point. I doubt we will ever allow a mesh with collision as the root since a complex mesh shape makes all those nice features of Character movement extremely complex. It is all built around PrimitiveComponent, which is a shape primitive (Capsule, Shere, Box).
What specific problem are you trying to solve?
answered Jun 20 '14 at 08:47 PM
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