Custom Character Collision is a great idea.
I made a ship and I’m having a lot of trouble.
If we could “Copy Collision from Static Mesh”, for the character collision capsule, as we can do on Physics Asset, it would be great.
Adding my voice as well ! This is still relevant topic in mid 2020…
Edit: Found something that might be helpful: https://answers.unrealengine.com/que…9279/view.html
Enjoy !
Hello there, I think I have the solution to this problem with not much work.
Go into the character blueprint and select capsule collision component and enable “simulate physics”. Then in the event graph on the begin play node add the set simulate physics node and plug your capsule component into that node’s target pin. It’s very important to uncheck the box for simulate in the set simulate physics node. Then add a collision sphere or whatever shape you wish and make sure it overlaps the collision capsule. Lastly, set your collision shape to be “pawn” physics and character can step up on to “no”. This work around is probably why Epic doesn’t need to change the Character class. I hope I didn’t stumble upon this topic too late.
Hi, as mentioned in first post this only works for non-rotatable capsule, so e.g. you have modified your character collision capsule with some additional collider e.g. for a weapon and you rotate your character with mouse look against a wall, it will not block. It will only block when you run fwd or strafe into the wall. I still scratch my head how to do so, tried already traces, but it gives no satisfied, reliable results.