Having a major issue with blocking collisions right now and i am going around in circles. I am not sure what I have done.
so I have a custom pawn class subclassed from ARootPawn
it has keyboard movement using AddMovementInput and mouse rotation using SetActorRotation
i created a blueprint of it and added a static mesh with spring arm and camera and a floatingpawn movement component
The ship has its own collision set on the static mesh and the static mesh on the pawn is set to Collision Preset BlockAllDynamic
In the level I have some blocking volumes which are set to InvisibleWall (i have tried various blockAll and blockAllDynamic combinations)
but when i fly my pawn into the blocking volume it just completely ignores it and i can fly right through it? (also the camera goes funny)
would the movement in c++ ignore any blocking done by its children? been googling and trying to figure this out but I cant seem to get it blocking?
any help or suggestions would be great!