Pawn <-> Ball collision weird overlap behaviour

Hello, i’m having a slight issue with collisions between my character and a physics actor.

I have a ball that uses a sphere component for its physics and collision and i have a character.
What i want is that player and ball don’t bounce on each other but do overlap.

Problem is, when a ball slowly rolls and character walks over it sometimes character gets launched away.
It looks like character bounces into direction ball is rolling.

But all of components have Overlap instead of block, so why is character being moved on collision?

following are screenshots of two actors’ collision properties, take note that all of other components have no collision enabled.

Ball (object type Ball is set to Block):

Character:

Does any one have a clue?

Oh wow, this is one of weirdest things ever.

Apparently InputActionLeft event (bound to ‘A’) on my blueprint gets called when ball touches character.
Take a look at screenshot: i am pressing no keys, but event still triggers.

When i remove InputActionLeft event it fires InputActionRight, removing that one fires backwards variant, and removing that one fires forwards variant. Finally when i remove that one everything behaves as normal.

Well, i removed all left/right/forward/backward input actions and tried again, no problem, then i did something that caused editor to crash.

Started project up again, added input actions back, no more buggy behavior…
Guess this is fixed then!

Hey Rens2Sea,

Glad this got resolved… I was just trying to reproduce it without any luck. Still, that’s a bizarre problem and I don’t know what caused it. If you see this happen again, please reopen this post. Thanks!

Just saw it happening again, in 4.2, on InputActionFire event (left mouse click). This time i managed to stop it by removing event, compile and save, and then add it back again. (same as last time, but without crashing in between)

Edit

Well, it’s fixed for Fire event, it now triggers InputActionForward (W key).

Edit 2

I just changed my MoveForward Axis Mapping to another key, and now it doesn’t happen again. Changing it back to W key makes it go wonky again.

images show my settings and blueprint

Forward is for dodging forward, checking if player has pressed key twice in rapid succession, while MoveForward is checking if player holds key for walking.

It looks like you have W key set to two different mappings; your Axis Mappings has W set MoveForward, and your Action Mappings has W set to Forward. What are you using Forward for, and is there a reason you have W set to both?

You’re confusing blueprint by having same key mapped to two different inputs. You probably want to do your check for holding key down vs double-tapping it using same input node.

I’m going to reproduce what you have here and see if it causes same problems you’ve been experiencing, but either way you should probably make sure you don’t have same keys mapped to multiple inputs.

Hmm, that could be it. last hour or so i tried to trace why InputActionFire Released node gets stuck in an infinite loop (after which game crashes) when i touch ball.

Removed those Forward/Backward/Left/Right input action nodes and now it doesn’t do that anymore.

However, it now triggers InputActionFire Pressed node twice in a row.

fire action is mapped to left mouse button and nothing else, so it should’t be confused about that.

That is correct, CatchOrBlock uses right mouse button.

Here is Fire action: http://i.imgur.com/j4JG90K.png

So you don’t have left mouse button mapped to anything other than Fire, correct? I’m guessing your CatchOrBlock uses a different input, right? Would you mind letting me see what your Fire action looks like in your Blueprint? Thanks!

Hm, I don’t see anything that should cause that. I might need to build this on my end to see if I get same thing. In meantime, try closing and reopening editor just in case Action Mappings changing so much isn’t causing weird behavior.

And just to be sure: original question you asked involved strange collision behavior. Has that been resolved, or is that still happening? problem you’re having now is only double-fire?

Well, technically it’s same, except in that case action event (left/right/forward/backwards) got fired instead of fire action.

I added some breakpoints and i made a composition from where fire event is being called from (sort of) and added some info: http://i.imgur.com/hPRWVEO.png

I’ll try restarting editor again.

Restarted editor, same thing happens, two fire events when touching ballspawner’s ball.

Edit:

I guess i could give you project if that could help.

Hm, I have a setup like yours now and I’m not getting a double-fire. If you step through your Fire process, what happens when you reach SpawnActor node? Can you see a delay between two balls being fired? You just said it happens when you’re touching ballspawner’s ball… does this mean you need to be standing on that Actor when it happens?

If you feel comfortable zipping your project and putting it up somewhere where I can get to it, I will try again with your project tomorrow morning. Otherwise I’ll keep trying to reproduce it with my project.

EDIT: are you in 4.2 now, or is your project still 4.1.1? If in 4.2, was it converted from a 4.1.1 project? When you reopen your project, is your Ball Object Type still in your Project Settings?

It happens when i overlap ballspawner’s ball, this is just a static mesh, not actual ball that has physics for rolling etc.

fire event gets fired before any SpawnActor node gets fired (because SpawnActor node is behind fire node), but this isn’t set in stone, when i just remove or add random nodes, sometimes it’s fixed, sometimes it just moves to another action event.

I’ve upgraded from 4.1.1 to 4.2 and ball object type still is in project settings.

I will post a link to zipped project whenever you’re ready. I don’t want link to be visible for too long.

I’ll be in office for another 6 hours or so today. I should get an email as soon as you post it here, and I’ll let you know as soon as I have it. Thanks!

Here it is.

Simply walk over ballspawner and see Fire action event be triggered and a second later another time which actually launches ball.

Edit: link removed.

Okay, great, got it. I’ll let you know after I’ve had some time to look around in it.