Hello,
I dont know if this is a bug or expected result. Here is the issue:
(this is originally discussed here: https://answers.unrealengine.com/que...en-moving.html)
I have two BPs extended from Character. Lets call them BP_Spider and BP_Player.
BP_Player is used as my default player pawn.
In the Capsule compoenent for BP_Spider, I have set
Collision preset: Custom
Collsion type: Pawn
Collsion enable: collsion enabled
Collsion channel 'Pawn': Overlap.
In BP_Player, all settings are set at their defaults.
I put an instance of BP_Spider in the map.
Eventhough I asked Spider's Capsule to not block any Pawns, it blocks my player pawn (BP_Player)
Inorder to make it work, I now have to ask the player's Capsule to ignore Pawns too which is not good
However if I make the Spider a BP extended from Actor (ie without Movementcomponent), it works like it should
So is this a bug or am I doing something wrong here?
I dont know if this is a bug or expected result. Here is the issue:
(this is originally discussed here: https://answers.unrealengine.com/que...en-moving.html)
I have two BPs extended from Character. Lets call them BP_Spider and BP_Player.
BP_Player is used as my default player pawn.
In the Capsule compoenent for BP_Spider, I have set
Collision preset: Custom
Collsion type: Pawn
Collsion enable: collsion enabled
Collsion channel 'Pawn': Overlap.
In BP_Player, all settings are set at their defaults.
I put an instance of BP_Spider in the map.
Eventhough I asked Spider's Capsule to not block any Pawns, it blocks my player pawn (BP_Player)
Inorder to make it work, I now have to ask the player's Capsule to ignore Pawns too which is not good
However if I make the Spider a BP extended from Actor (ie without Movementcomponent), it works like it should
So is this a bug or am I doing something wrong here?
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