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Collision Does Not Work When A New Pawn Is Possesed

I have two of the same pawns that exist in my game world. Everything plays as normal when playing with the initial pawn when the game first starts.

Then, when I press a key to have my controller posses the second pawn and unposses the original pawn, the second pawn does not trigger overlap events for anything in the world. I have even looked at the event graph of where the where the collision events are called and there is nothing happening.

To add more confusion to it, when the pawn collides with a collision volume that blocks everything, it initializes the the pawns collision back to normal and it works fine, but only after colliding with a blocking volume.

Can any help identify why the collision is not work when initially possessing the pawn?

Product Version: UE 4.14
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asked Jun 09 '17 at 12:00 AM in Blueprint Scripting

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avatar image keyle Jun 09 '17 at 12:14 AM

When this sort of thing happen the first thing I'd do is open the console while in game and "show collision". You can see whether the capsule/collision component is moving with the pawn or not. So you then know whether it's a collision problem or a immovability problem.

avatar image DocQS Jun 09 '17 at 12:39 AM

The collision capsule is still attached to the pawn. It moves around with it add it show when "Show Collision" is entered.

avatar image DocQS Jun 09 '17 at 12:56 AM

It seems that the component its set back to normal on a hit event to the capsule. Is there away to induce a hit event to set it back to normal?

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