Child collider on player pawn
So, I'm building a game, and it currently all works mostly okay, but I discovered a slight issue. In the game, the character jumps between ledges, but the large capsule collider size meant that the character appeared to be standing on air at certain points. To counter this, I resized the collider to be very thin, which worked, but left me with another issue - when walking into walls, the character can sink into the wall, which looks very odd.
Now, there are more complex things at work here, but this is the general gist. In an attempt to find an over-arching solution, I tried attaching a child collider, at the original width, to the top half of the player, so that this could be used for walking into walls and things, while the slimmer collider could be used for ground collision, but for some reason, the child collider is being ignored entirely, regardless of the settings I use. Is there some specific way to set this up, or is it just not possible?
asked Sep 14 '14 at 12:28 AM in Using UE4
There is a setting in the Defaults tab of your character blueprint called 'Perch Radius Threshold'. Set this to a higher value, for example 500, and it will cause your character to slip off of the edge before allowing them to stand in the air.
Just make sure you set your capsule back to it's default size.
answered Sep 16 '14 at 03:25 PM
TJ V ♦♦ STAFF
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