Character capsule with Use CCD = Tractor Beam

Hi . Your reply was very useful - so thanks for the info. Let me try to clarify the point I’m raising even if it might be a disagreement over the default character configuration rather than a bug.

The default collision capsule on the Third Person character is set to Block all PhysicsBody actors – effectively creating a force field around the character that will push small physics actors when the mesh is still some distance away. These collisions generate hit notifications and often the rebound / notification seems really broken since there is no contact visible between actors on the screen.

When the character mesh protrudes beyond the capsule due to a skeletal pose and the character mesh (PhysicsAsset) collides with a physics actor we get a very nice interaction. It looks like physical contact occurred and the physics actor responds to the collision. So the computational grunt work has been done. The collision occurs (and looks real) but the hit notification is missing.

The default configuration is a mess. Physics actors bounce off an invisible capsule and hit notifications are generated. When actual contact with the character mesh occurs we get very nice interaction but no notification. With the default capsule size the character feet protrude at idle and the situation gets worse during locomotion.

I’m looking for consistency. So a better configuration seems to be: Collision Capsule should NOT block physics actors; let the character PhysicsAsset do the collisions properly. I created a MyCapsule Collision Object Channel with Default Response set to Block. Then modify the Collision Preset for PhysicsActor to Ignore MyCapsule. Set the Character Collision Capsule to Object Type MyCapsule. For notifications, follow your instructions above to set the hit flag on the collision hulls.

51284-capsule.png