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MyCharacter Collisions not working

I'm using Blueprints for as much of my work as possible due to my lack of C++ knowledge.

I am trying to create a flying saucer which ideally would always stay in front of me but ideally I'd like to get it to be movable anywhere on the vertical plane in front of me.

I have a MyCharacter BP which features the below image:

alt text

I have attempted several things:

No collision on the two static meshes. No collision on the Capsule Component.

At this point I can fly through anything.

If I add collision of any sort to the Static Meshes it seems to make no difference. If I add collision of any sort (well, most sorts) to the Capsule Component the ship cannot move at all. It's stuck on starting play. I cannot make it do anything.

I put the 'Player Start' position up in the sky so there shouldn't be anything stopping it from moving.

I've rattled through these forums and tried several suggestions from the top 30 searches, but to no avail.

Can anyone please suggest a way to get this object moving again?

Here are the movement controls, in case they're useful.

alt text

If you can respond with some details it would be much appreciated. Thank you very much in advance!

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asked Jul 14 '14 at 10:24 PM in Blueprint Scripting

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Atonnis
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avatar image Ben Halliday STAFF Jul 15 '14 at 07:06 PM

Hey Atonnis,

Do you have Simulate Physics turned on?

avatar image Atonnis Jul 15 '14 at 07:32 PM

On the capsule root component, yes. It's greyed out for the rest.

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Hey Atonnis,

Simulate Physics and Character Movement do not cooperate. If you Simulate Physics, the Character Movement component won't respond to movement updates. Since the Movement component uses it's own math for gravity and movement, you probably won't need both for basic movement controls. Disabling Simulate Physics will let you move your ship the way you have it set up.

You will also need to go into the defaults for the Character Movement component, though, if you need your ship to ignore gravity. Go to the Defaults tab and search for Gravity, and make sure that Gravity Scale is set to 0.0 under Character Movement.

Hope that helps!

Ben Halliday

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answered Jul 15 '14 at 07:41 PM

avatar image Atonnis Jul 15 '14 at 09:41 PM

You gave me the exact clue of where to go. It wasn't the physics enabled option, but in the CharacterMovement component I have on the blueprint I had 'Enable Physics Interaction' enabled. After killing that it's working as intended.

Excellent, now I only have some simple but long-winded stuff to put in and the core mechanics of the game are done! Then it's on to character modelling - well, robot modelling...anyway...

avatar image Atonnis Jul 16 '14 at 11:36 PM

BTW, I didn't properly thank you for your assistance....so THANK YOU! :)

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