If I make a pawn, and set a paper flipbook as its root and set it to block all. It will not block anything else set to block all. However, if I use an actual character bp or paper character bp (both have the capsule collision and CMC by default) it will block. Why is this exactly?
And then you might say ok just use a character. Well despite the problems of the capsule for 2D sidescrollers (the gradient fall, ceiling jump hits, etc etc). Here is another case, Megaman 1 on the NES. After you had defeated the enemies they would sometimes drop things. Energy balls and etc. Its like they would spawn at the time and location the enemy was destroyed and be jettisoned up in the Z a bit and then gravity would catch them and fall back down till they landed on something solid. Even moving platforms. This can be seen in many side scroller games through out history. This SHOULD be easy here. But its not… If its not a playable character, and thus possessed by a player controller, it won’t use Unreal’s gravity and blocking.
Is there anything to be used here for this? I am thinking something like projectile movememt component, but instead a temporary gravity component or something? For just a no nothing jobber blueprint. An item that will spawn and fall at the rate of Unreal’s gravity and land on something that blocks a pawn.