Hey there @unreal_toon_learner! So this is a bit of a fun one, so for example the third person character’s movement only queries it’s built in collider, adding another will collide with multiple things, but it’s not the one being queried when figuring out if you can move, so it will push things away but won’t decide if your character will move into something.
If you want to change your character’s built in capsule collision itself you’d edit that directly.
So the question is, what is your use case? I can probably provide a better option.
My use case is: I am trying to implement a “grabbing enemy and move” ability for my character.
My character can grab an enemy, in which I will attach the enemy to my character, and then I want to add a extra collider for the attached enemy, so that when my grabbing character move and if the extra collider for the enemy collided, it will stop my grabbing character movement.
Is there any better option to implement it?
Thanks
This is one of those limitations that come from the built in character classes. Since all of their movement is controlled via their capsule, and it is required to be upright and facing that way, you have a bunch of suboptimal options.
Go into the source C++ and add in functionality to read another collider as secondary (not as straight forward as it sounds)
Change the character’s movement system out entirely.
(Hacky) Slide the mesh back make the capsule larger (and wider) and hope the enemy is small enough to fit in there.
(Hacky) Hack in a system to stop movement input or velocity in the direction you’re bumping into via a trace or call from the other collider.
(Hacky) Keep the enemy in world space and not attached to the player directly, then it should retain it’s collisions from before.
My usual answer is to go with a custom movement system. This could be less fun depending how deep you are into a project.
There’s tons of threads on this specific limitation of the character controller throughout the years and everyone handles it a bit differently. I’d usually write up a blueprint to help out quickly on these but this might be a bit of a specific structural change. There’s also the Advanced Locomotion System and it actually already accounts for this on it’s own but is harder to use on it’s own and not Epic so all documentation on how to use it is all community generated.
I’m trying to implement a parkour possibility, but the problem is the capsule component is messing up, even if I change half size to 0 while in air, it goes wrong while going back. I added other capsule component on feet but they are not working, how can I work around?