I tried to ask this on the AnswerHub but to no avail. I want the rotating actor to push the pawn off the edge, but it clips into the character and takes the character with it. On the sphere the actor clips on top of the sphere. I’ve noticed that it is fairly often that colliders will glitch into each other unless they are really big, so understanding this would be nice.
Is this a bug or a blueprint scripting error on my part? I understand that the actor simply rotating and taking the space it occupies with it makes sense, but shouldn’t the collision models stop the character and actor from overlapping in the first place?
Here is what I mean by clipping:
Here is the blueprint: