Box Collision on a Character pawn not working when the box is set to static

Okay, so I am making a sequence in my game which involves a simple box collision to trigger the character movement(roaming around) along with some voicelines of the character. The player’s goal is to collect a lockpick and leave the area. The player is meant to head back the same way they came, overlap with that same box collision, and end the sequence by despawning the character. However, when I was testing it, leaving the area, nothing was happening. When getting close to the character, the trigger did happen. I noticed the box collision trigger was moving along with the character. I set the box collision from movable to static, and then after that, when I would overlap it in the, the character’s lines would trigger, but the character wouldn’t move. However, once I’d get the lockpick, the lines would play and the character would despawn as intended. Here is the error i was getting.
“Mobility of /Game/GameZones/UEDPIE_0_Davdav2NewMap.Davdav2NewMap:PersistentLevel.JerjerRoam_C_1 : CollisionCylinder has to be ‘Movable’ if you’d like to move it with CharacterMovementComponent.”
and after that, i’d also get this a bunch of times(on each tick after that i think) "Mobility of /Game/GameZones/UEDPIE_0_Davdav2NewMap.Davdav2NewMap:PersistentLevel.JerjerRoam_C_1 : CollisionCylinder has to be ‘Movable’ if you’d like to move. "

But here’s the thing. I never set the cylinder to be static. I only set the box collision to that, and checked every other part of it to make sure it wasn’t static as well. I tried to look up ways to fix the problem but came to nothing. I certainly hope it isn’t something dumb like that you have to have the trigger move with the character, cuz that would mess up the whole thing. The trigger is at a specific location so when you enter, it triggers the stuff when you enter, and when you leave after getting the lockpick, it triggers the stuff when you leave. If anyone has any idea on how to fix it so I don’t have to make 20,000 other seperate triggers and other stupid stuff, please tell me.

Your box collision should probably not be moving, it should be it’s own BP or part of the level.

Is it currently set up in the player BP?

In most usual case of box collision you wouldn’t have to set it at static or moveable.

Can you share screenshots of your set up?

Here’s some screenshots of the blueprint. The first one is the part of the blueprint where the box collision trigger is, and how it triggers the events of the sequence. The second is the part of the blueprint where the stuff that happens with the roaming npc is. The third is the capsule cylinder collision setting, the fourth is the box collision trigger setting, and the fifth is the environment where I want the trigger to be at. The problem is that the trigger is moving with the npc when I set it to movable, but when i set the trigger to static, it acts like everything else is static too when it’s not, and prevents the npc from moving. As for what the trigger is meant to do, as seen in the first screenshot i cast it to the player character to see whether they collected the lockpick, and the according events from whether they did or didn’t. I have only been using the engine for about 4 months so some of this stuff is kinda confusing. I just want to fix the problem of the trigger being static but the character being able to move.





Im under the impression that your collision box is placed in the npc blueprint?

It should be in its own blueprint, because when you refer to Self in Move AI node, it will move the box too.