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Set BoxCollision extents messes up collision

I'm trying to construct a Blowing Fan that pushes the character upwards if it's above it.

To make this easily editable, I'm using a 3 point spline to define the BoxCollision extents. The problem is that when I try to set the box extents calculated from the spline, it reduces the collision of the BoxCollision to only the central axis.

Does anyone know how to fix this?

Also, if you know of any other method to easily set the box collision extents per blueprint instance, please share it. I know I could have sliders instead of the spline, but from an usabillity standpoint it's really not great.

I've shared the entire asset. Feel free to use it, modify it as you want and share the results.

Here's the spline and the BoxCollision in edit mode:

alt text

I've removed other parts of the construction script, but even with this, it messes up collision:

alt text

Here we can see that in-game, the character and the object overlap the BoxCollision but don't generate an event:

alt text

Finally if it overlaps the central axis, it will move the character upwards:

alt text

Here's the blueprint source file: Blowing Fan UAsset

Product Version: UE 4.12
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asked Jun 17 '16 at 08:03 AM in Blueprint Scripting

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Andrei Branescu
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You're feeding it negative numbers for X and Y of the box extents. Flip the order of the subtraction and it should work.

Also, In case you didn't know, you can use the "pxvis collision" console command to visualize and debug your collision in-game.

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answered Jun 17 '16 at 08:36 AM

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rob.gray STAFF
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avatar image Andrei Branescu Jun 17 '16 at 08:59 AM

Ah.. that explains why the collision was just the central line. Thanks a lot for the answer and the tip!

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