How to get flipbook collision with floor to work?

I have a flipbook character as my pawn in an Unreal project. For some reason I can’t get the capsule collision to work; the character just goes through the floor (of the UE5 template project). Can anyone suggest anything helpful? Thanks!

Here are some things to verify:

  1. Check that collision is enabled on both the character and the ground.
  2. Make sure that the character spawns above ground and not within the actual collision.
  3. Make sure the collision is a flat surface that the character is able to stand on.
  4. Create an object and enable physics, see if the object falls through the ground. If it doesn’t then there might be some strange setting on your character.

I have tied all of these things, but none of them fixed the problem. I created a cube in the world and it did not fall through the floor, so collision is working for the cube. It seems to be ignoring my flipbook though…

Could you upload a screenshot of the character and floor with the collision visible?

When I used “show collision” in the console, this capsule shape appeared. It doesn’t move location with the character and I’m not sure what it is. My blueprint for the character has the capsule component surrounding the flipbook stickman.




Oh I see! Yeah, you can’t do that. The only collision you can have on a character that interacts with the rest of the world is the one default capsule. You can try to create as many collision boxes and stuff, but none of them will work as in game collision due to how the character system is created.

A solution is to modify the C++ code or create a pawn class with custom collision. Watch this and it will answer some of your questions: Quadrate - How I Made A Game In 2 Days - YouTube

I watched the video but it didn’t have anything to do with collision in it. How do I write the c++ code for custom collision? I’m very new to this!

Something like this is your best bet: General Movement Component in Code Plugins - UE Marketplace

The capsule for the character is a root of many functions and replacing it is not something you can do in a few minutes or so. Use either a pawn or look for a plugin like the one I showed above.

I am using a pawn. I added the capsule manually in c++.

Oh great! If you feel like this question has been resolved, please make sure to mark it! :slight_smile:

The issue isn’t resolved. I was just explaining that my class is pawn and that I had to add the capsule myself (which doesn’t work for collisions).

Can you send me a full screenshot of your pawn blueprint? :slight_smile:

Any particular part of the blueprint you want to see?


I feel as though I’ve tried everything so I have reported this as a bug. Maybe it’s possible to detect hit events in c++ and write custom code to stop the character moving when colliding, but I don’t know how to write any c++ code that detects hits…

I got a book that showed me how to write some collision code. So I tried this:


When my character collides with the floor, the OnHit function doesn’t fire i.e nothing gets displayed in the log, as if to say the code does not detect hit events.