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Collision Not Working

I'm using Unreal Engine 4.10.

I've noticed when my character jumps up when a platform is moving up, he falls through the platform.

  • This only occurs when the platform is traveling at certain speeds!

The platform has box collision and the collision Presets is set to "BlockAll"

alt text

The platform uses a timeline to lerp up and down.

alt text

Also here is a video that someone else posted that shows my issue perfectly:


Falling through Platform Video

Does anyone have an idea why this is occurring and what I can do to solve this issue? If needed I can provide more details on the issue.

Product Version: UE older version
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asked Feb 06 '18 at 03:35 AM in Blueprint Scripting

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douggames234
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avatar image ThompsonN13 Feb 06 '18 at 05:56 AM

It could be that the character is falling fast enough that its origin is below the platform when the next update moves it. This could occur due to the use of the set location node which actually teleports to the new location on update.

His is just an idea as i havent looked much into it myself and i dont work with 2d stuff

avatar image douggames234 Feb 07 '18 at 12:37 AM

This whole time I was thinking the issue was with the collision, but after reading your post it seems the issue is actually due to set actor location. I'm still looking for the solution or an alternative way to move the platform.

avatar image ThompsonN13 Feb 07 '18 at 12:58 AM

i wrote that only as a possibility not as a definite. its not a n issue ive tried to replicate and i dont do work in 2d. so its all just speculation and theory

avatar image douggames234 Feb 07 '18 at 01:00 AM

It's the most likely cause, but yes it's still theory until a solution is found.

avatar image ThompsonN13 Feb 11 '18 at 09:15 PM

have you tried the sweep checkbox

avatar image douggames234 Feb 11 '18 at 11:28 PM

Yes I tried sweep on the SetActorLocation method and I'm still going through the platform

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2 answers: sort voted first

Instead of teleport, use sequencer to move your object. Your collision will work fine and you'll have more freedom to adjust how your platform moves.

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answered Feb 07 '18 at 10:38 PM

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I Create Art!
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avatar image douggames234 Feb 08 '18 at 02:15 AM

In my version of the engine, which is 4.10, I can recast my class as a level sequence actor. But I don't see any option under cinematics to add level sequence.

Also, I get a warning saying that the level sequence actor class is experimental and when I started up the game, it crashed.

avatar image BananaClipStudio Feb 08 '18 at 02:28 AM

if I remember correctly sequence was added in a later version than 4.10

avatar image douggames234 Feb 08 '18 at 02:29 AM

That's what it seems like.

avatar image BananaClipStudio Feb 08 '18 at 02:31 AM

Let me see if I can replicate it and find something...

avatar image douggames234 Feb 08 '18 at 02:55 AM

Found this video:

Moving Platform with Sequence

I was able to move the platform this way but I still need to do a thorough test that my character doesn't fall through!

avatar image I Create Art! Feb 08 '18 at 05:45 AM

If your using 4.10 then Sequencer is not available. You can use Matinee to do the same thing. Matinee was replaced by Sequencer in later version of UE4. 4.14 and above I believe.

avatar image douggames234 Feb 11 '18 at 09:02 PM

I tested with the cinematic matinee (which is also shown in the video I posted) and I'm still getting the same issue where I'm falling through the level. At this point I don't see a solution and I might redesign part of my level without the fast moving platforms :(

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Try turning on Constant Collision Detection (CCD) as this can fix some collision issues when items are moving fast. It in the advanced portion of the Collision settings.
You might need to set it on for both the player and the platform.

Clarity

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answered Feb 12 '18 at 01:31 AM

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clarity666
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avatar image douggames234 Feb 12 '18 at 02:20 AM

I just tried CDD on both the player and the platform to no avail. It doesn't seem like there is a solution to this issue...

avatar image clarity666 Feb 12 '18 at 02:49 AM

Im pretty sure there is a way to get this working. From what I can see sweep should be on and the platform the root component as it is only the root component that is checked in a sweep. Don't know whether the collision presets being set to Block All causing the ObjectType to be world static could be causing issues as well.

Hope you find a solution Clarity

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