Thank you for advice. That was interesting reading.
I was tweaking these depenetration values from one extreme to another, and it did something. But not entirely eliminate bouncing.
Nevertheless, thank you.
I was playing furthermore with collision and I managed to solve the issue (or at least issue didn’t show yet):
- every character had setup collision for Capsule Component (Root) and Skeletal Mesh as Pawn Object type and Collision Enabled. And Collision response to Pawn set to Block.
- So I left Collision Preset for Capsule as it was and changed Collision for Skeletal Mesh → I changed from Collision Enabled to Query Only (Because I still need responses from Trace channels, if you dont need that, set it to No Collison). And/Or set Collision responses for Pawn to Ignore
That solved my Issue, when one character bounce/launch other character, yet still had collision so characters, cannot walk through each other.
I think that problem was with collision for Skeletal mesh (SkM). When this SkM play animation or get into another character collision some other way, engine will try to separate these two characters and sometimes it launch one or another away.
So with my setup only think that collide with another character is only capsule component, which doesn’t change size or animate like SkM, so engine can handle that more easily.
Hope this advice will help others, who encountered same issue.