Child collider - physics simulation

I’d like to add a child capsule to a pawn, rotate it 90 degrees, and use it as the pawn’s only collider. However, child collisions seem to be ignored when simulating physics. Is there a way?

More details in this unanswered thread: Pawn child colliders - World Creation - Unreal Engine Forums

Still seeking an answer to this. The only thing I can think of is to make a capsule the root with everything inside of it rotated and then rotate the actor on begin play, which would be an overly convoluted way to add a horizontal capsule collider that would ultimately break calculations due to the actor’s directional vectors changing.

Hi OhiraKyou,

From the forum post it looks like you are making a Hovercraft game. Have you looked into using the Vehicle template. It doesn’t use a capsule? Instead it uses the vehicle mesh as the root.

Due to the speed of the hover vehicles and their need to facilitate manual rolling and smooth grazing, the smooth surfaces of capsules are important. The version I’m working with (4.1.1) does not have a vehicle template. However, after reviewing 4.3, I noticed that horizontal capsule colliders are supported. I’ll be renewing my subscription soon, after which I now believe many of the issues I’ve had will likely be resolved.

Once you upgrade, if you have any issues getting this to work, please post back here to let us know.

Thanks,
TJ