Hello there !!
I got a problem with Blocking Volumes: my first person actor (blueprint) sometimes gets stucked when colliding with a blocking volume. I need him to jump to get away from the volume again. How can i avoid this?
Hello there !!
I got a problem with Blocking Volumes: my first person actor (blueprint) sometimes gets stucked when colliding with a blocking volume. I need him to jump to get away from the volume again. How can i avoid this?
can you post a screenshot of how you are using them? Also the collision settings it has?
Hi Steve !!
Here is the screenshot :
the problem is that my room is only one single static mesh and i don’t want the player to step on the things inside of it. Collision shape is set to “use complex as simple”, “Block All” and StepOn is “ECB_Yes” (i also tried
ECB_No). That’s why i tried to use
Blocking Volumes to prevent it. I repositioned the blocking volume a bit and now my player doesn’t get stucked on the volume anymore. Could i use a NavMeshBoundVolume instead ? Would it be the better solution for my
problem? I already tried to use one for the room but i don’t know how to make proper use of it (the volume covered the whole room and i tried different settings in the detail pane, but the NavMesh doesn’t seem to work at all)
Hmm that’s a weird one, not entirely sure why it was giving you that bother. NavMeshes are used for AI, letting bots know where they can go on the map, I don’t think that is any use to you.
If it happens again you could check the front or side view and see if the volumes are angled slightly. There might be a slight ramp which is getting the player stuck on it. Apart from that i’m not totally sure what the problem could be!
Dont know if it will work, but click on the “build” button to rebuild the light and geometry -> then check if you still get stuck
This is a deceptive picture you show because you show the volumes you added but not the colliders for the room in question. If colliders are not generated right they could be messed up for the room, so I would take a look at your model colliders. If you look at your model in UE4 and see that lines are going off in all directions, then there are problems with overlapping, or convex collision or concave.
The point though is that if you want to study what the problem is you need to show more information for that room, because your assumption is that the furniture is causing the problem and not something else.
Additionally, there is no need to make the colliders quite so big and simple for furniture, it should work well with collisions that are tighter around your objects.
but check the room colliders, then also check your player collider. If your player collider is just out of proportion to the player then you may have to slim down that collider (it’s a capsule).
-finn