Character stepping up on other pawns even though collision is disabled

Hi,

On the image below one is T-posing, and the other is my player controlled character. Whenever my character overlaps with other pawns, it will “step up” on them. I imagine this has something to do with how the default AnimBlueprint ABP_Manny works.

Both actors contain a skeletal mesh and a capsule component, and I’ve configured the collision profiles to ignore pawns. If I set the QueryResponse of Visibility to “ignore”, then this doesn’t happen, but also onClick and onHover events are disabled… So this will not work. I need the skeletalMesh to respond to Visibility QueryResponses.

My question is simply if there is a way to disable this, when the character is standing inside other pawns? or if you can tell me where the code that controls this behaviour exists, then I can probably figure out how to disable it myself. :slight_smile:

It’s not collisions causing this.

The feet use raycasts to detect what is under the characters feet and uses this information to do ik calculations.

You would need to make the ik line trace ignore other pawns.

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Thank you! I will mark this as the answer immediately, it makes perfect sense and looks good when the character is standing on non-flat terrain etc!

If you know where or in which uasset this code exists, could you let me know as well? I would very much like to set the raycast or whatever type of query this is to ignore the pawn channel :slight_smile:

EDIT: I am using the default 3rd person character pack, so all my files are located and named relative to that package.

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It is no longer relevant to the author, but it may help someone else.
So, the solution!

  1. Go to project settings → Collisions.
    On the right, in the Trace Channels section, create a new channel. A small window will pop up where you will need to specify the name of the new channel and the default relationship to it.

  2. Go to your PlayerController, in the details section → mouse interface, change the default channel to the one we created.

  3. Next, we go into the pawn collisions, turn off the Visibility channel to hell, turn on the Block to the new one we created.
    Profit.

Pawns do not step on each other, and clicks and hovers work as normal.



Удачи :wink:

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