Walking on Debris

Hello folks,

I’m working on a level where the character walks on a floor full of small physics enabled objects. In this particular case it is coins but could be rocks, trash or other debris. I would very much like the character to react to this debris while walking (not the actual animation just the effect of moving the meshes). My problem is the interaction between the objects and character is too extreme even if I damp the movement (linear/angular) of the coins. Sometimes the coins are ejected just by touching them or sometimes the character is flung across the level. If I damp too much I just looks wrong (slow motion almost). Walking on top of some of them (Scrooge McDuck style) is VERY shaky (more than I would expect for a few coins).

What measures should I take for this to work? Is it even possible?
(Using 4.16)

Thanks for any tip!


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Its possible but not by way how is capsule movement component designed.
You must write your custom logic for this and polish it, i planned to make something like this, here is my idea:

Put overlaps or just collision bounds on those debris.
Dont block pawn, pawn must onlg overlap them.
If pawn is overlapping debris, push him up in tick smoothly until he is not overlapping
Ofc there are many bugs to deal with but this start…