Hello all, I’m sorry because I’m sure this is basic but I’m trying to make it so when my character pawn collides with a ball it sends the ball flying. If I enable Simulate Physics on the Character pawn BP whenever I fly into something I go through it even though collision is enabled and is set to BlockAll. If I disable Simulate Physics the plane actually will interact with the ball but it’s like the ball is a million pounds even though I’ve turned density, and massinKG to their lowest values. I guess I really just don’t understand why when I enable Simulate Physics my collision doesn’t work anymore cause I figured it would be the opposite? I figure I have to use blueprints to add force whenever the plane and ball collide but I think I need to have Physics on for my character BP for that to work?
Anyway, super new and banging my head against a wall so any insight is very very appreciated. I’ve double checked both models I’m trying to get to collide have collision enabled, BlockAll as it’s collision preset as well as a custom physical material all enabled. I’m lost
But yea I feel like I need to have Simulate Physics checked for my character BP to actually push the ball forward in blueprints. But when I enable that box my character suddenly won’t collide with the balls. Any help is appreciated!
Im not totally sure, but it may be throwing your physics body when you simulate because its set to block all. And sometimes the components fall apart or shoot off screen when you simulate without having physics constraints in place as a component.
You could try creating a new collision channel that would be your ball or whatnot and try setting ignore physics body on your meshes and just block the new collision channel and see if that puts you on a better track. There are a ton of different combinations of settings that can be doing this unfortunately with physics.
I had that happen with a collision on an item. I couldn’t see what was happening because as soon as I hit simulate physics the collision component would shoot off screen like lightning. It wasnt until I made it visible in game I saw it was because it was being blocked by its own collision presets. They stay in place until you click that simulate button and they just ratchet on you lol.
Im also not seeing you have any kind of collision component as your root component in your stack either…? Not sure of your implementation since you seem to be flying about…
thanks you for you r reply! So I followed a tutorial on YouTube to get the plane up and going and will admit I don’t know best practices for setting collision and physics. I noticed you can set collision in the Static Mesh Editor or through means of a Collision Component and I don’t really know what the differences are between those are. I did try making a Box collision and placing it over the fuselage and making it the root but then my flying doesn’t work. Here’s the blueprints for the BP_Jet that control the flying right now
Edit: It will only let me add one picture because I’m new lol. But that is the thrust and how I’m updating position
I tried to get the velocity but it shows as 0 always, unless I simulate physics. But then I can’t hit the ball actor which is the main goal. So I can’t really use any blueprints that needs physics enabled
I have a flying game in vr that I have worked on, but its on a separate machine that I dont have running at the moment to pull up for reference, but when you want to “fly” with the collision component connected you have to set movement mode to “flying” or it’ll simulate gravity and bring you to the ground. There’s a whole movement mode panel on the right in class settings or defaults and you can tweak the levels in there.
I don’t think you have the option to change movement modes if you’re strictly using a pawn bp and not character bp. I could be wrong, but I wasnt able to figure that out. I use strictly character bp for the flexibility of settings.
Just wanted to add if anyone comes upon this that I got it working with a different project using different assets & changing blueprints so it’s kind of been “resolved”. Didn’t change much with the new models but just used the static mesh collision with some physical materials & it worked as planned
Sorry for revisting this old thread but I had the same issue. I think its a bug as projectiles where going through my pawn if I enabled physics on the capsule collision
How I resolved this (which doesnt make sense --hence why I think its a bug)
I enabled physics on the static mesh as well as the collision capsule
I think there is no problem in revising the old thread, because that’s the only one popping up when you search for this issue.
I have a similar problem - have a flying actor, with SphereCollision as a root component.
Collision set to enabled and to generate hit events - Collision works well in that case.
OnHit event I set SimulatePhysics and Enable Gravity to True, and my object stops colliding with everything and just falls through the ground.
I am still researching that and suspect it might have something to do with my FlyingPawn movement component, but I probably simply will just workaround it to not simulate physics on this object.
UPD: It seems calling
CollisionComponent->SetSimulatePhysics(true);
And have Gravity enabled through Blueprint does the trick for me.