Capsule Collision blocking Root Motion

Hi there guys so I just created my own ledge system and everything is working fine except for my “Climb up Ledge” animation.

So basically the character will collide with an edge using sphere tracer and then he will attach to the edge with a certain animation. When Q is pressed character should climb up using this “Climb Up Ledge” animation.

Everything is working fine and the animation is playing but the character can’t reach destination point because whenever the animation is played capsule collision starts blocking the character from moving through wall edge.

I used root motion in my anim montage. Checked if capsule is going with the animation and everything is fine.
Tried reducing size of my capsule and then reverting its size once the animation is done but the result are not that pleasing (Camera is teleporting once the collision is reduced, in certain angles character is on the near end of the edge, sometimes falling back to the ground etc.)

Have any suggestion?

Also while the animation is playing my movement is set to flying, when it’s done it reverts back to walking.

Having pretty much exactly the same problem at the moment, just trying to get a character to climb onto a crate using root motion. Made sure the root motion gives a little clearance at the top of the climb, and I also set “Ignore Actor while moving (crate)”, flying physics, removing char movement gravity, tried rescaling the capsule during the climb… but still, half the time the player catches on the edge of the crate and falls back down.

It seems like the “Ignore Actor while moving” node doesn’t apply when using root motion?

I’m either thinking of writing a script for the animator to export the root motion to an external curve so I can move the character without “actual” root motion (timeline instead), or spawning a “fake mesh” to replace the character during the climb animation and swap back…

I’m having pretty much the exact same problem. I tried setting capsule collision to no collision with no luck. :frowning:

There is a “Set Collision Enabled” node (from the capsule component). change the drop down to “No Collision”. might need to set the capsule component collision preset to custom because when its set to pawn you are unable to manually change the collision type, so idk if that carries over to the BP

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Probably need to set the movement mode to flying.

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