What did you select as the default response when you added a new object channel in the project settings? Check the pawn collision: it may be set to ignore BlockCube, and it overrides the box collision settings.
How collision works depends on how you move the actors.
Then added movement logic using
timeline in cube bp.
This - can you show the blueprint of where the movement is being applied?
What I really meant to ask was whether you’re using a movement component in the pawn. If you’re just setting actor location or adding world offset, no collision is ever going to work as you expect.
If I just keep adding an offset to an actor (both are blocking each other) nothing is going to happen:
To clarify, things will happen but you’ll not have a sliding or blocking collision in this case.
Default response in project settings is set to block.
Pawn collision is set to block all object types. Including block cube. Shared this blueprint’s collision set up in images.
Do note the Sweep tickbox. Essentially, you are responsible for handling what happens when things collide, as opposed to having it handled by the movement component / physics.
Yes, it works for custom movements. Thanks.
One thing: sweep only works for root component! So, your collision box (or… what you use for collisions) must be on top (parent).