How make collision not move around a Character on hit?

Hi all,

I’m having some collision behavior that I don’t want. Basically when the character gets hit, I don’t want the character to be moved by it. See the video below:

The shpere collider on the foot collision setting is by default on “NoCollision”, and during the kick animation is set to “OverlapAll” for the during the duration of the animation. During this I check if the footcollider hits the capsule collider of the character, to apply damage. The collision on the Charachter I’m kicking is set to “Pawn”.

My question is how I can make it so, that the kick doesn’t move the character around like that. Or could I at least somehow make it bound to be only to be moves on that one axis, which would be acceptable too.

It seems like the source wasn’t the collider on the leg when kicking, since I was also able to push the other characters away by just walking up to them with a certain angle or speed, I suppose. So I now set the collider of the skeletal mesh of the player to overlap other “pawn” instead of block, and that seems to have made the unwanted behavior stop.

I don’t know 100% if I’m correct but what I think the case was is: the kicking animation among other things makes the skeletal mesh go outside the capsule collider of the player(that blocks the pawn as it should), but since the collision of the skeletal mesh is set to block “pawn”, that is what made it push away other characters. Or at least it has to be something along these lines, since the above action fixed the bahavior.

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