Hi everyone!
I have a pawn placed in the world that has two collision components: a capsule set as the actor’s root component (for basic collisions with other actors), and a much bigger sphere set to OverlapAll.
I’m using the sphere to detect overlaps and send a message to overlapping actors via a blueprint interface.
Here’s the problem: when my player character starts overlapping the pawn’s collision sphere, the character gets blocked for a second, but if I keep pushing forward, the character manages to go through the “invisible force field” created by the sphere.
How can I make it so the sphere doesn’t block the player character, but still detect overlaps?
I’ve tried changing the sphere’s collisions to Ignore all, and that removes the invisible barrier, but it also stops detecting overlaps (… which makes sense).
Thanks!
EDIT: Found my answer. The problem was not with the collision components.
I was pushing a CommonActivatableWidget when an overlap was detected, which basically consumed the input and prevented the player from using further movement inputs.