Hello,
I’m lost in understanding how the collision mechanisms work in UE4.
The setup is this: I have a Pawn with a SkeletalMeshComponent as RootComponent. It has a PhysicalAsset setup with bones, collisions, etc. The SkeletalMesh has blockAll as collision profile
If I collide with static actors in the scene (StaticMeshComponents as root), even with blockAll set as collision, but which don’t have physics enabled, it goes through those objects.
If I activate the Simulate Physics on the scene actors instead, the collision is working.
How should I do the collision correctly between a SkeletalMeshComponent and static scene objects such that it works when the physics is not enabled on the SkeletalMeshComponents? By working I mean just don’t move bones / physical bodies through those objects.
Thanks !