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Player when idle, not pushed by actors

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    Player when idle, not pushed by actors


    I encounter a problem with player collisions.

    In a simple scene with the TP_ThirdPerson, I created a new actor Blueprint from a cube staticmesh that move in a constant direction :

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    When I control the player to run in front of the cube, The moving cube correctly block the player and the played is pushed in the same direction than the moving cube.
    But when the player is standing with no inputs (or when in the previous example I stop to run) the moving cube go through the player and doesn't push the player...

    Collision seems to work in both state because I put a DrawDebugString on event ActorBeginOverlap to test collisions.

    Is it a normal behavior, bug, or need any action or a parameter to set ? any idea ?


    I'm seeing this problem currently, did you ever find a solution?

    Just got a workaround in case anyone needs it.
    my problem was similar to yours, but i always had working collision;
    If i ran against the box or strafed or moved any direction as it pushed towards me it would push me smoothly.
    Only if I was idle would it pop me as it pushed me.

    Attached to my moving box on one side that the player will touch is a thin trigger volume.
    When the trigger touches the player I check to see if the player is actively inputting movement-by grabbing forward/back/left/right bools (hooked up to WASD key events).
    If those are all false I apply a tiny movement input to my character in the direction the box is moving.
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    Last edited by Mixolydian; 03-02-2016, 11:10 AM.