# Clipping into objects at LOW speeds? (Unreal Engine 4.26)

**URL:** <https://forums.unrealengine.com/t/clipping-into-objects-at-low-speeds-unreal-engine-4-26/483899>\
**Category:** Rendering\
**Tags:** clipping, collisions, unreal-engine, Collision, question\
**Created:** [May 25, 2021, 9:23pm UTC](https://forums.unrealengine.com/t/clipping-into-objects-at-low-speeds-unreal-engine-4-26/483899 "2021-05-25T21:23:58Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![KlingonClown](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KlingonClown](https://forums.unrealengine.com/u/KlingonClown)\
**Post date:** [May 25, 2021, 9:23pm UTC](https://forums.unrealengine.com/t/clipping-into-objects-at-low-speeds-unreal-engine-4-26/483899/1 "2021-05-25T21:23:58Z")

</div>

I seem to be having some issues with my ship clipping through objects (not all the way) - even at low speeds. I’ve made sure ‘sweep’ was checked when setting values for ‘AddActorLocalOffset’, and that collisions for the Box Collision and all child static meshes were set to ‘BlockAll’. I’ve tried ‘CCD’ (Continuous Collision Detection) on all of the meshes in the ship BP…

Here’s a video of the issue when I try to land - [- YouTube](https://youtu.be/aDxlPFCnApo)
