Character Capsule Bouncing/Walking Over Each Other

I have my AI pathfinding and doing basic seek/attack patterns but when they walk into one another they sometimes act oddly. You’ll see the odd character jump above the others. Have searched the forums but haven’t seen anyone else with the same issue. I gather there’s a relevant setting within the Capsule collider? Help appreciated :slight_smile:

No answers :frowning: I’ve gotten around this so far by adding a sphere collider on top of the capsule collider. Dirty but works ok (stops them getting to close to each other). Couldn’t replace the capsule since it’s part of the Character Class (Inherited).

Hi Pixeldamage,

If increasing the agent radius in the movement component is not working try this:

  • Click on the capsule component.
  • In the details panel go to the collision tab.
  • Change Cane Character Step Up On to Yes.

I think the agents get slightly pushed into one another now and then, making the engine think when the collider they are standing on top of each other, With this feature enabled this is allowed. Otherwise it tries to force the character of.

I found that this happend when I had a Mesh added to the “player controlled pawn” that had collision NOT set to OverlapAllDynamic, In my case it was a Hat and Stick that was added to the base mesh.

I found that this happend when I had a Mesh added to the “player controlled pawn” that had collision NOT set to OverlapAllDynamic, In my case it was a Hat and Stick that was added to the base mesh.

Change Cane Character Step Up On to Yes.

Did the trick stopped all bouncing effects doesnt slide off i suppose which i can see as a problem in some cases but in most if not all of those cases you would actually want the bouncing effect just increase the weight of your character so hes not floating around. So for most people looking for this answer to there problem.