Cant understand what make my characther float


i have a blueprint that is made of static mesh (gun on the ground) and i cant understand why the character is floating.
Is it the collision box?

Does the gun have a sort of interact sphere or box component attacked to it. If so then select it and find collision and set the preset to OverlapAll instead of Block all

inside the blueprint there is no box nor sphere collision but on the static mesh there is the simplefied box collision

Perhaps the character mesh inside of the character blueprint is moved up? in the Z axis (blue)
Does this only happen when you stand on the gun or when you are on the ground normally.

only when i stand on the gun

Try opening the gun mesh and check Show => Collision

this is the static mesh

this is the gun blueprint

in the character i set to overlap pawn

When you pickup the gun you need to turn off the collision between the gun an the character that picked it up (or add the character to the ignore when moving node).

Check the static meshes collision
static


skeletal

yep i already did that in the weapon that is generated when the character pickup the weapon

basically I have 2 blueprints one for when the weapon is on the ground and one for when the weapon is connected to the character

when moving
If inside the gun

but the gun dosnt have a referance to the characther should i create it?

Then you can reverse it when the character overlaps the gun

to test i place the ignore node on event tick and tested but the problem is sitll there

this is the overlapping print

The character hierarchy might be messed up. Is the capsule collider the root component?
The mesh should have the the collision preset Character Mesh
The capsule should be set to the collision preset Pawn

i changed it to test if i could ignore it with the character.

i will redo the weapon pickup to test it then

this is the collision that i see on the gun on the gound
only the trigger has collision and is ok

Is PickupRadius sphere collision preset set to OverlapAll?

It would be more optimal if the root component was a box → then the mesh → then the overlap sphere
Then the collision could be simplified for the gun if it has physics.

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