Collision channel settings does not work when both interacting Actors are Pawns/Characters
Collision channel settings are completely ignored when both interacting actors are extended from Chracter.
How to reproduce:
However if BP_DummyPawn is extended from 'Actor', everything works fine. It will ignore collisions with the player charcter.
So it looks like the presence of MovementComponent is what causes the issue.
Similar issue reported here: https://answers.unrealengine.com/questions/76027/capsulecomponent-collision-when-moving.html
asked Aug 01 '14 at 03:31 AM in Bug Reports
Ian has asked me to re-post his answer here:
"There appears to be a minor bug in how this is supposed to react. Normally if one actor is set ignore a type, they should simply ignore each other. However,I just got it to work by having each Capsule Component set to ignore the other type. For example:
I'd advise creating a custom Object Response in Project Settings -> Collision -> Object Channels, just so you have something that is easily re-usable.
(tested in 4.4)"
answered Aug 01 '14 at 01:55 PM
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