About collision in CharacterBP
The situation : I have a square, I'd like to use it as a playable character, to do so I've created new CharacterBP. There is an inherited Capsule Component inside this BP. This is quiet not the thing I would like to use in my blueprint, I'd rather use a box collision component. However, if I change capsule component collision from Pawn to Overlap, for example, all child components will use Overlap collision as well, which is absolutely not the way I'd like it to be. If I try to make my own character from a PawnBP, I bump into the problem with the movement. Character Movement Component is pretty handy, however, I think you cannot use it inside PawnBP.
So the question is : can I do something with that inherited Capsule Component so that I can use Box Collision Component effectively or is there a way to kinda simulate Character Movement Component in custom Pawn blueprint?
asked May 30 '17 at 05:59 PM in Blueprint Scripting
Had to deal with sphere collision and kinda found a way around with all that madness.
answered Jun 23 '17 at 11:58 PM
Are you sure?
It shouldn't work in that way. Some time ago I have made character with NoCollision for main capsule, and Overlap collision for additional capsule and it worked fine.
answered May 30 '17 at 06:22 PM
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