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Changing Collision on a Character BP Class

Hello all, I have been doing a lot of reading online and have not come across a solution for this. Basically I have set up a player controller, game mode and a custom character however the custom character script is stuck with the capsule collision. I have read that it cannot change as it is the root component of the character class so is there a way to delete or create a new root?

If not is there a way to turn a pawn BP into a character BP, as that would allow custom collision for the player character rather than the capsule. Currently I have a pawn which is acting as my character however the inputs don't react to it, if I could change what class it's parent is that would solve it.

Thank you very much for your time! Harry

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asked Jun 18 '14 at 07:43 PM in Blueprint Scripting

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CardDeath
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Character only supports capsules for collision at this time.

What problem are you trying to solve? It sounds like you are having issues with the input. Is this because you are using AddMovementInput() on your Pawn, but it's not doing anything? If so, I'll refer you to this thread:

https://answers.unrealengine.com/questions/54666/axis-mapping-not-working.html

Basic Pawns don't actually respond to AddMovementInput unfortunately (I hope to improve this in the future). You are free to hook up your own input handling (AddMovementInput basically just adds vectors, uses the result for movement in tick, and then clears it for the next frame).

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answered Jun 18 '14 at 09:17 PM

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zeroexception STAFF
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avatar image oOo.DanBO.oOo Sep 20 '14 at 02:47 PM

Is this work in progress? When i make a BP Class like a Pong Player its far away from a capsule component for collisions. Its basically a box. Unfortunately when i add the box and enable the collision to block all. It just falls thgouh everything... could something like that be achieved on any other way?

avatar image zeroexception STAFF Sep 22 '14 at 04:53 PM

I would not use Character in that case, since it's not really a walking / jumping human. Go with Pawn and set it up using a box instead.

avatar image The Cheese Dragon Oct 03 '14 at 08:34 PM

I am making a game where you play a dragon and I have been using Pawn class. I have no trouble setting up movement using add force and things but I cant get my collisions working correctly.

The problem I'm having is that none of the default collision shapes are much use for a dragon as it is long and thin and suddenly becomes wider when it opens up its wings. I tried using a physics asset on the skeletal mesh and setting the skeletal mesh to be the root but the physics asset meant that it fell even when gravity was turned off and didn't seam to be affected by the set rotation node.

I also tried adding multiple collision shapes in the blueprint but this resorted in the pawn shooting around insanely which seemed to be coursed by the collisions overlapping so that was no use either.

Any ideas how I could set up the collisions for this? is there a way I can get it to work using the skeletal mesh as root and the physics asset for collision without it going wired.

Another thing I should mention is that I am using add force to move it so I cant set the bones to Kinematic without stopping it from moving at all I think.

avatar image CreativeDude Jan 27 '17 at 04:48 AM

I have the same problem I am making a air hockey game any help

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