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?
Make the static mesh the root component. So drag it over the DefaultSceneRoot to replace it.
Either that or create a collision component and make it the root.
Sorry for the late reply, I haven’t actually been able to test the above yet, been bedridden and unwell, I should be able to confirm this tonight looks like the obvious answer I should have tried so thank you In advance and I’ll post back when I’ve tested it.
That looks like it was the issue, putting a collision capsule as the default sceneroot collision worked fine, completly messed up my hierarchy and scales and sizing but at least it worked, thanks for your help
Dude, you are genius. Ive been trying to fix this issue for several days already. Also big thumbs down to Epic, for this looks like epic fail to me as Root Scene Component has no collision (literally none) so it should not be even taken into consideration.