How to fix Sphere component ignoring all collision?

The sphere component in my camera pawn is ignoring all collisions with the landscape, I have set collision to block all and still it doesn’t work. Only works on physics actors in the world where they are pushed far away on hit.

The issue might be due to the fact that im using a floating pawn movement, just can’t figure out how to fix. Any help will be greatly appreciated as I have been stuck on this problem for a week :frowning:
Thanks in advance

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OK, figured out the fix
I thought I was using the floating pawn movement not knowing that it needs specific commands to function.
I was using set actor location to move my pawn, and to enable collision all I needed to do was check this box called SWEEP which basically checks for collision. Hope this helps someone in the future

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SetActorLocation is cool for most non-pawn actor movements but you have a Floating PawnMovement component so you should use the AddInputVector node instead. It sweeps and it slides along surfaces smoothly. Keep in mind that AddInputVector expects a directional vector input rather than a location vector input.

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Yeah the problem with the current solution is that the pawn just stops at the collision, will implement the floating pawn movement, thanks!

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