Now when debugging it does not stop the trace when using “get hit result under cursor by channel” but when I set the collision to the “BlockAll” preset my character does walk against the custom collision mesh like it’s a invisible wall (like it should be).
Am I doing something wrong? Or is this an engine “bug”?
It does not block the trace on block all but it does block my character from walking against it, now the thing is my character is a very small invisible sphere with a camera attached to it which makes sure that my camera is always the same height from the terrain. There’s probably better ways to do this but it works just the way I want it to.