How to disable HitOut by character collision?/如何关闭角色之间碰撞时产生的击飞效果?

(Translated by AI)

I am debugging the character’s Capsule collision. At first, I hoped to achieve precise movement collision by having the character’s Physics Asset collide one-way with the Capsule. In fact, the movement collision is precise and successful, but I encountered some unexpected problems that mainly cannot be turned off: When the character’s Capsule moves near another character’s, due to animation, the character might be able to step onto the falling body of another character (for example, a tail), and then due to the movement produced by the other character’s animation (skeletal animation movement, not Root Motion or movement/locomotion in the sense of the Movement Component), the character gets launched away.

Then I temporarily turned off the collision between the Physics Asset (Mesh) and the character’s Capsule, reverting to Capsule vs Capsule. But I found that even like this, this situation still exists: a character steps onto another character, and then gets squeezed and flung out. One of my characters is a three-headed dragon, vertically humanoid in shape, so its Capsule setup is the normal vertical and flat one. The other character is whale-type, because its overall body is horizontal, I set its Capsule to be circular. It should be the shape that caused the final step-on-fling-out effect, even though I have set CanCharacterStepUpOn to No in the physics collision.

My problem should be two questions:
1.For such horizontally oriented characters, how should their collision volume generally be handled?
2.Is there a way, what options, code, or plugins that can replace the native Character, that can be used to Close this flinging effect produced after characters step onto each other? The characters in my project are basically standard 50-meter-tall characters, so their mass is very large, this part might cause physics problems. And because of the project’s features, I will add other characters of different heights including life-size ones later, so I cannot shrink the characters either. But my project itself is driven by various configured parameters, physics simulation is basically only for appearance or not needed, I have in fact turned off almost all physics simulation effects, but it seems this effect of characters squeezing each other away cannot be turned off. Is there any way to deal with this effect, even through modifying the source code (Character, Movement Component, etc.)?

Thank you very much for helping me solve the problem, I’m very sorry my question is so tricky, but this problem is indeed a very troubling problem for my project. I just hope to rule out the already confirmed error situations as much as possible to let people see where the real problem is.

我在调试角色的胶囊体碰撞,最早我希望通过角色的物理资产单方向碰撞胶囊体来实现精确的移动碰撞,事实上移动碰撞是精确的,成功的,但是遇到了一些预期外的主要是无法关闭的问题:当角色胶囊体移动到其他角色附近时,由于动画,角色可能可以走上下坠的其他角色的身体(例如尾巴),然后又由于其他角色的动画所产生的移动(动画骨骼移动,而非根运动或者移动组件意义上的movement或者locomotion)导致角色被弹飞
然后我暂时关闭了物理资产(网格体)与角色的胶囊体的碰撞,恢复成了胶囊体与胶囊体,但我发现即使是这样,也依然会存在这样的:角色踏上另一个角色,然后被挤飞出去。我的一个角色是三头龙,体型上竖直类人形,因此胶囊体的设置是正常的竖直且扁平,另一个角色是鲸鱼型的,由于整体上是横着的体型,我把胶囊体设置成了圆形,应该是形状导致了最终的踏上-飞出的效果,虽然即使我在物理碰撞里的CanCharacterStepUpOn已经设置成了否
我的问题应该是两个问题:①对于这样横着的角色,一般要如何处理他们的碰撞体?②是否有办法、有什么选项、代码,或者是代替原生character的插件,可以用来关闭这种角色之间互相踏上以后产生的击飞效果?我的项目的角色在基础上是标准的50米高的角色,因此各种质量非常大,可能这部分会导致物理出现问题,并且由于项目的特征,后续要加入其他不同高度乃至等身的角色,因此也不能把角色进行微缩,但我的项目本身由各种配置的参数进行驱动,物理模拟基本上是仅限于表现或者说不需要的,我事实上也关闭了几乎所有的物理模拟效果,但似乎这个角色之间挤走的效果是无法关闭的。是否有什么办法可以处理掉这个效果,即使是通过对源代码(角色、移动组件等)的修改。
非常谢谢你们能够帮我解决问题,非常对不起我的问题如此的刁钻,但这问题确实是非常困扰我的项目的问题,我只是希望能够尽可能排除已经确认了的错误情况以尽量能够让人看得出真正的问题在哪里。