I can’t seem to find it, I tried selecting the character and searching the Details window for Hidden in Game, but it wasn’t there. Unless you meant selecting the collision capsule specifically and not the character, in which case, I don’t know how to do that. I tried to see if you could select the collision capsule and not the character model, but only seems result in the surrounding scenery being selected instead.
in the Details panel select the CapsuleComponent and than you can find it
Thanks again for the help, after making the collision capsule visible and doing some play-testing, I think I’ve managed to figure out what the cause of problem is.
Keep in mind, I’m not too well-versed in the technical details of how Unreal Engine works, so there’s a distinct possibility that I could be far-off base, but based off the evidence present, I strongly believe that the problem originates from the player collision capsule, as I’ve previously theorized.
Basically, the problem as far as I can tell is that only the very bottom portion of the capsule (as highlighted by the red line since it is rather difficult to make out the outline of the capsule) is associated is the Z-axis coordinate, and since the blueprint is setup to respond the player’s Z-axis coming into contact with the platform’s box collision, means that the rounded corners of the capsule at not associated with the Z-axis & would not respond to the collision box of the platform.
As a result of , the platform’s collision would not activate and thus the player would fall through the platform instead of landing of it.
I believe the problem I’ve been experiencing is related to a problem that plagued Crash Bandicoot N. Sane Trilogy released for the PlayStation 4 earlier summer. After its release, the game was criticized for issues with its jumping mechanics compared to the original games, and it was theorized by some that the problems with the game’s jumping mechanics was because Crash was using a capsule-shaped collision box instead of a rectangular one. The whole fiasco regarding the game’s jumping mechanics and the capsule theory are summarized in article by Eurogamer: http://www.eurogamer.net/articles/20…n-sane-trilogy.
If I’m indeed correct, then the best course of action would probably be to use a cube or rectangular-shaped collision box instead of the default capsule-shaped one. However, I’m not too familiar with how to change the shape of a model’s collision box or whether or not there would be other issues that would result from messing around with the default model’s collision setup.
you can add a float to you Character Z Axis to move it a bit up. [ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_126354_1515073345125_365”}[/ATTACH]