I’m creating spider with custom movement and I have a problem.
Spider is colliding/blocking with other Characters - for example my player as well. He is so small and should have disabled collision with everything but still I want to move him using Behavior Tree. When I disable Collision he goes below ground and wont’ move.
Anyone know how to disable CapsuleComponent collision with other Characters? (just create bp from Character you will get this component)
Select your Capsule component. In its properties, there is a section called "collision’ where you can have custom response based on Collsion channels. For ‘Pawn’ channel, make sure you select ‘Overlap’ (instead of Block)
Nope, I’ve disabled all collisions from the Mesh. the only collision that I can see in-game is Capsule Component and I can see that Player Capsule Component is colliding with this Capsule, not with triggers or something else.
Here’s screen. Really it’s easy to reproduce just create a character place it on the level, Move him using BehaviorTree or Navmesh and see that Player will collide with it.
Looks like you are right. I tried to replicate your condition, and I am also experiencing the same issue. The only way I was able to make it work was to set the collision response to ‘Pawn channel’ to Ignore or Overlap in both blueprints (ie Spider and the Character). When both ignored each other, it worked. But this does not sound good. When I tried with a blueprint derived from an Actor, it all worked perfectly.
I will play around with the configs and see if I can find anything.
There appears to be a minor bug in how this is supposed to react. Normally if one actor is set ignore a type, they should simply ignore each other. However,I just got it to work by having each Capsule Component set to ignore the other type. For example:
Setting the Collision Presets to Custom then…
Spider is set to be of Object Type Vehicle and ignores Pawn.
Character is set to Object Type Pawn and ignores Vehicle.
I’d advise creating a custom Object Response in Project Settings → Collision → Object Channels, just so you have something that is easily re-usable.