Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Box Collider not blocking with skel mesh parented to it.

So I made the move to UE4 from unity, and haven't had any issues until now. I have a character blueprint with the skeletal mesh and I have movement mapped to it. Anyways I have put random blocks to test blocking abilities. With both the character collision box and the box set with block all, just to make sure there is no chance it could pass through. The character I have moving around the scene is mapped to WASD.

Alas, it passes straight through. I don't know if I am missing something particular. I'll post some settings pictures and BP stuff.

I have also tried the same thing with a PAWN class, Knowing that it couldn't change much.

alt textalt text

Any help would be appreciated. Thanks.

Product Version: Not Selected
shipbpjpg.jpg (78.3 kB)
shipjpg.jpg (94.1 kB)
more ▼

asked Jul 06 '14 at 06:13 PM in Blueprint Scripting

avatar image

6 2 5 9

avatar image RimmyD Jul 07 '14 at 01:39 AM

Have you verified the blocks in the level have collision properly? Some of the default primitives may not be set to block or even have collision. If you have the example content try the example game and see if it collides.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I have, But I think I have figured out the problem. I Needed to have for whatever reason that I am unsure about. When I first made the controls for movement of the ship, I made it all inside of the the character class. And used the set actor location, which I am guessing doesn't take in the collision info. So, I moved most of my BP code over to a new character controller class and used add movement input instead. This works with collision. This is as far as I understand it. If someone else that knows more about it then this. I would like a better explination. So, Anyways. I have collision working now. Which is nice. But wish I could use my previous movement code. Not through the Character controller.

Thanks anyways.

more ▼

answered Jul 07 '14 at 07:30 PM

avatar image

6 2 5 9

avatar image RimmyD Jul 08 '14 at 08:16 PM

That will definitely do it. Typically to move the character you want to use acceleration to move him around so the physics system will handle your collision. Setting an actor inside another is allowable so you will have trouble with that.

Check out the way the character movement component works to see a more valid form of movement.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question