Collisions change ThirdPersonCharacter's movement directions

I have a problem with player collision in my game prototype
Basically, in the protoype, player can use a hook that can be dragged around with physics and attach to objects. I’d like to ignore its collisions with player character. Setting pawn collision to “ignore” in hook actor components doesn’t seem to work, since player “steps” on the hook regardless. Moreover collisions with the hook change movement directions (as shown in video). For example pressing “W” on keyboard doesn’t make your character move upwards on the screeen anymore, but in some other random direction.

I’ve searched across the internet, and tried:

  • Ignore actor/component while moving
  • Checking “ignore base rotation” in character movement component
  • Disabling “can character step up onto this component”
    But nothing seems to be working for seemingly simple bug and it’s too big of an issue to just ignore and move forward

Viedo illustrating the issue


Whats the collision channel in the player/pawn look like? Are they set to ignore it?

The collision is from the objects pov, so if the hook hits the actor it might go right through to the floor, but if the player hits the actor itll use its collision settings

Player collision settings are set to default, but I’ve tried setting components on hook actor to “physics body” and disabling collision on playercharacter components and it didn’t make any difference. Even setting collision preset to “no collision” on playerchcracter’s skeletal mesh doesn’t do the job

I couldn’t resolve the issue with any setting, but sine I’ve started from thirdperson c++ template I’ve created new playercharacter actor with movement programmed in blueprints. There I could just hard-code movement direcions.