2d sprite collision not working properly
Hey everyone. I'm having a problem with my sprites not colliding as they should. I've built my level from scratch, following the "2D Sidescroller with Blueprints" tutorial. I'm using the Launch Character node to create a "dash", I have one that is going 1750 on Z axis and one going 1750 on X axis.
First off, even though I have my collision boxes, renderforms and capsule component as tightly around my sprites as possible, they're still not fully colliding. And whenever I use my "forward dash" (e.g. Launch on X axis) they collide. Sometimes when I play in the editor, the collision seems to be correct, until I jump or do my "up dash" (e.g. Launch on Z axis). I have no clue as how to solve this and I'm thinking that it might just be some weird collision bug? Idk... it bugs me out though (pun intended).
Here's a link to a video where I recorded the problem in action. If anyone has a solution, I'd be incredibly thankful. https://vimeo.com/182312525
asked Sep 11 '16 at 07:57 PM in Bug Reports
I opened up your project and could see the issue on my end as you described, and after running through a various number of possibilities I found a setting which I believe has resolved your issue.
Open up the LRB blueprint you are using for your ball character. Select the inherited CharacterMovement component and within the 'Character Movement: Walking' section there is an option called 'Use Flat Base for Floor Checks'
Let me know if this is not working on your end, but this should resolve your issue. I tested PIE numerous times, and I noticed the issue occurs most often when upon initial starting of the level.
answered Sep 15 '16 at 03:47 PM
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