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Character falling through the ground

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  • Character falling through the ground

    I want the Pawn possessed by PlayerController to fall down and stop on the ground like a tetris game, this is the function in the PlayerController:
    Code:
       
    
    FVector PieceLocation = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();
    FRotator PieceRotation = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorRotation();
    FHitResult HitResult;
    
    PieceLocation.Z += Speed * GetWorld()->GetDeltaSeconds();
    GetWorld()->GetFirstPlayerController()->GetPawn()->SetActorLocation(PieceLocation, false);
    The piece falls down but it keeps falling even when it reaches the ground. I tried enabling bSweep and I also tried TeleportTo instead of SetActorLocation but nothing changes. I enabled collisions in the blueprint editor and I'm not using physics.
    How can I solve that?

  • #2
    It seems to me, that you continously add a movement direction (in your case: down) to your Piece. I think if it should collide with the Floor, then you have to stop the movement. I would do a triggerbox on the ground and then, if you hit it, stop the movement.
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    • #3
      Does the floor and your possesed pawn also have some collision on them? I'm not entirely sure, but a Pawn may need a collision as it's root to allow simulation of physics. They both need to be setup to block whatever the other type is.

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