collision and physics for a NPC

i am setting up a basic NPC, i need some advice for on what Presets to use, E.g the Capsule component has setting the Mesh has settings, i have been playing around with it but I can’t seem to get to right,

To advise / suggest something tangible, we’d need details regarding what features you’re expecting from the NPC.

There are key differences when setting up rolling balls vs flailing inflatable soft skeletal mesh euphoria filled dummies. :person_shrugging:

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hi @WeekendWarrior
Maybe try using the Unreal Engine Fortnite NPC example when you have this then try UE Standard
Quick tutorial for skeletal mesh NPC look at functionality | Fortnite Epic Developer

not shore in the details yet just playing around, this NPCs will probably be pretty simple, walk around, shoot at me, and so on, i will look at some behavior tree, but for now I just want to get the Physics right, for instance, I shoot at the NPC with line trace, gets a Hit location, that’s fine, i set up a ragdoll affect from ALS4, Ok that fine i guess, when i get in a car i hit him, set simulate physics, but there a few thing that annoy me and i am getting confused with all the Collision and Physics from all the setting, such as, the Capsule component had a collision set up and its own Physics set up, and the mesh has the same setting so like I said I am getting confused with what to set what. when i hit the NPC with car, the Ragdoll affect glitches out, when i just set a NPC up as just a pawn BP not a Character BP, and do the same thing it’s a lot better and the Physics and Collision just work so much better, but there’s no Character movement component as a pawn BP.

well, I’m not using Unity am I…