I added that boolean and the two branches and everything shown but yet the wall was still able to push my player through the outer wall of the TPC template.
I got a strange effect, the wall stops when it hits the player and does a fast twitching thing until player moves away and then it advances again. Let me show you.
Had this glitchy character pushing behavior and I tried literally every configuration of the movement component on the editor I could think of. Either this thread or another already had the info that if the character is slowly moving that the pushing will work fine. However (to me) this is not an option because it is not reliable and I don’t want characters to slowly move away from their spot.
I began using ALS (Advanced Locomotion System), the free plugin for human animations and I never noticed it again… Maybe they actually solved it. At some impact speeds it will trigger ragdoll as well which makes sense and works with pushing.
I don’t think it matters how fast or slow the movement is against the capsule the jerking would probably still remain.
ALS - I have not used it, from a few videos I watched it looks interesting. Seems pretty complex in its own right. Not sure it could help this situation though… But thanks for suggesting it!
I found a combination that seemed to work both in X and Y. As far as I have seen, this seems to be the best capsule pushing element (for this problem IMHO) yet.
Simply place this in your third person character blueprint.
Leave X and Z alone in the two nodes. Set the left one to to 1 on the Y, and the right node to -1 on the Y. Set sweep off on the left one, sweep on on the right one.
I don’t fully understand how this works (something to do with collision calculation while moving?), but I’m not complaining. I’m just glad this problem is finally solved.
Hi There!!! I’ve been trying to do the same thing, I know it’s been a roller coaster, but is there a chance that you could explain how you did it, what nodes to put in the BP Player and in the BP Wall
After all the saga lol…it is really as simple as my last above post. Study the pic and watch the video on Vimeo. I will answer what I can. Thanks for checking it out.
Wow, thank you. Been banging my head against this for a while. Using your setup I found that collisions against the top half-sphere of the player capsule do not work very well (player can move inside of the colliding mesh and get stuck) but collisions against the side of the capsule work 100%.