In my game I am using a Character blueprint based on the side scroller template. I want my character blueprint’s capsule to ignore a mesh spike and the player’s skeletal mesh collide with the spike. The problem I’m running into is that no mater how I arrange the collision stuff the player either A) simply ignores the mesh/capsule entirely. or B) it blocks it entirely. I mostly just want to get the bone struck by the spike so I can attach the player’s character to the spike upon death. Can anyone tell me what I could be doing wrong? Is there some sort of inheritance bug going on from the parent capsule over writing the mesh’s collision settings? I’m not sure whats going on.
Some screenshots of my setup: