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.
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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.

Thanks,

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!

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

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.

Cheers,

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!