Collision channel settings does not work when both interacting Actors are Pawns/Characters

Problem:

Collision channel settings are completely ignored when both interacting actors are extended from Chracter.

How to reproduce:

  • Create a BP extended from ‘Character’ named BP_DummyPawn.
  • Add a capsule component as root, with a skeletal mesh as its child.
  • In the collision channel settings for Capsule component, set ‘Pawn’ channel to ‘Ignore’ or ‘Overlap’, Enable collision and set Type to ‘Pawn’
  • Create a second ‘Pawn’ extended from ‘Character’ called ‘BP_PlayerPawn’
  • Add a capsule component as root, with a skeletal mesh as its child.
  • Leave every other settings at their defaults
  • Edit the Game mode class and set BP_PlayerPawn as the default
  • Place and instance of BP_DummyPawn on the map.
  • Start playing and see that the player pawn is blocked by BP_DummyPawn even if it is asked to ignore collisions with other Pawns

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:

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:

Setting the Collision Presets to Custom then...
Spider is set to be of Object Type Vehicle and ignores Pawn.
Character is set to Object Type Pawn and ignores Vehicle.

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)"

Great!

For my opinion this is work around. Any to have it working properly (with consequence like in other Actors) in 4.4?

Hi intoxicat3,

Your issue has been submitted and our developers are looking into it. Since 4.4 is right around the corner, if fixed it will most likely it will be part of a future update.

Thanks, TJ