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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

Product Version: UE 4.12
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asked Sep 11 '16 at 07:57 PM in Bug Reports

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avatar image AndrewHurley Sep 12 '16 at 03:09 PM

Hey tamakerii,

Can you provide me with steps so I can reproduce this issue on my end in a blank project using minimal content.

If that proves to be too difficult, you can instead provide me with your test project via a shareable virtual drive link (i.e Google Drive or Drop Box). This seems like you could just be missing a setting or overlooking something small, which can happen to anyone. Sometimes a second set of eyes can find the issue immediately.

Let me know if you have further questions.


Andrew Hurley

avatar image norabrora Sep 13 '16 at 10:39 PM

Hi Andrew! I'll get a Drive map fixed tomorrow morning and send it your way, do you prefer I send it through email or post a shareable link here? Thanks!

avatar image norabrora Sep 14 '16 at 08:05 AM

Saw now that you mentioned shareable link, here you go! https://drive.google.com/drive/folders/0BzBNnz7TstQNdVVlbXh5dFJLdEk?usp=sharing

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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'

alt text

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.


Andrew Hurley

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answered Sep 15 '16 at 03:47 PM

avatar image norabrora Sep 15 '16 at 10:14 PM

Hi Andrew! This was indeed the solution, I had completely overlooked this option but now the collision is just as it should be! Thank you so much for your time and helping me solve this nitpicky issue!

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