Hi All,
I am spawning in actors and have collision boxes on their geometry - i also have “BlockAllDynamic” set on the static mesh component - but they just fly through eachother - I am using a mouse control to move the objects around in game, i have a snapping mechanism working using collision spheres that are also part of the actor - and this seems to work fine - i can’t work out why it isn’t working for the static mesh “body” though…
this is what the collision setting on the static mesh is:
As per this pic you can see the objects can still simply occupy the same space and float through eachother:
The following BP is how objects are spawned:
Here is the static mesh:
I really need some help here everyone…
in the spawn actor node try changing collision handling override to “always spawn, ignore collisions” if it didn’t work try the rest of the overrides.
thanks for the reply - none of them seem to do anything - same behaviour regardless of which i choose
I tried adding an object collision channel
added it to the module chassis - again nothing
is it getting confused because there are multiple collision objects being handled in different ways?
the spheres are BP instances that contain a single collision sphere object - they are used to enact the snapping behaviour between the modules…the cube there is the collision box for the module body itself
Is the collision on the static mesh? If so, is the static mesh set as your root component? The bounding collision for your entire actor must be set on the root component, usually with a capsule component. But if you only have one static mesh, then just set the static mesh as your root component. If the root component has no collision and physics isn’t enabled, they’ll just pass through each other with no events regardless of the collisions on sub components.
Also, both actors must block each other’s object type for collisions to work.