Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Custom Pawn Collision not working.

Hello folks!

I hope someone can help me out. I've started setting up a small game prototype, namely a Pong game. However I've run into a pretty weird issue. I've tried setting up the player's cuboid or collumn or however you want to call it. In that way the root of the scene is a capsule, which is obviously wrong for this kind of player character. Of course, this cannot be modified or deleted, because it's inherited from the basic character C++ class.

So what I did is I've set up a new pawn blueprint, modified the controls and movement to work properly. However, when I try to set up the collision, no matter what I try it just won't work. I've tried having a mesh as the scene root, with proper collisions set up, I've tried adding a box collision as the child of this mesh, still not working. I've tried setting up a box collision for scene root, and then the mesh for the child of this component, still not working. I've tried setting up the different collisions, for the components the same way as they are set up in a basic player character blueprint, but nothing seems to work. If I turn on simulate physics, it will do collide with objects, but that way the floating is gone, and the whole movement is ruined.

Anyone has an idea how to fix this, or any kind of workaround? What I've been thinking about is using the scale of the capsule in a basic character blueprint to somewhat include the mesh I want, but obviously that's not perfect, and will give me tons of problems later. Please help out if you can, screenshots are appreciated of a proper set up.

Thank you!

Product Version: UE 4.12
more ▼

asked Jul 20 '16 at 07:53 PM in Blueprint Scripting

avatar image

138 14 19 26

avatar image Lostra01 Jul 22 '16 at 09:32 AM

Bumping, maybe someone can help.

avatar image plastik21 Aug 14 '16 at 11:01 AM

Having the same issue. I've tested tons of combinations of checkboxes and pawn's component tree configurations. Still have no collision. Guys, anybody, please help!

avatar image Lostra01 Aug 14 '16 at 11:04 AM

The best I could do is turn on simulate physics, and remove the gravity. This works for my game, tho I constantly have to check if my object is colliding hard enough to change it's rotation, and if it does I have to revert it all back.

avatar image plastik21 Aug 14 '16 at 11:06 AM

Yeah, seems turning physical simulation on is the only workaround for now

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Finally, I found a reason why my custom pawn didn't collide! I simply didn't check Sweep checkbox of AddActorWorldOffset node in movement logic graph :)

more ▼

answered Aug 26 '16 at 02:18 PM

avatar image

54 4 7 9

avatar image Lostra01 Aug 26 '16 at 03:03 PM

Looks nice. I'll take a look at it as well, however I was using AddMovementInput with a direction vector, not a WorldOffset, so might not work for me. Will test it later!

avatar image plastik21 Aug 26 '16 at 03:42 PM

I also use AddMovementInput node which just set the movement direction of pawn when user input occurs. And then on Tick event ConsumeMovementInputVector node is executed, then final movement vector is built and passed to AddActorWorldOffset node.

avatar image Lostra01 Aug 26 '16 at 04:22 PM

In this case, we got our answer!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question