How to give player character custom collision?

Hi everyone :slight_smile:

Usually character BPs come with a capsule collision. That works for anything with a rough shape of the capsule, eg a standing human, a beach ball, etc.

But what do I do when my character is an animal that’s rather small and long or broad? In my case a capsule could cover either only less than necessary or too much collision space. And as a sad matter of fact I can’t rotate the capsule component.

I have looked things up on the internet, also one thread from here, where people said I would need to create my own pawn. But for some reason the BP class “Pawn” does not get a character movement component.

And adding my own collision boxes or even static meshes in addition to the capsule for some reason doesn’t help either, as if they’d had no collision at all.

Looking forward to your replies … in hope someone knows how to properly do what my player char needs.

Thank you,
Chris

Hey @OkItsTheChris!

Yep, it must always stay upright! You can only rotate it by constantly setting its rotation.

No need!

Yep!

So what you’ll wanna do is, navigate to the Components window on the top left, select the capsule component, then while having it selected, navigate to the Details window on the right side, and under the Collision section, set the Collision Presets to Custom, expand it, and under the Object Responses section, set Pawn to Ignore like this:

Then navigate back to the Components window, select Mesh, whie still having it selected, navigate to the Details window, and under Collision > Collision Presets > Object Responses, make sure that Pawn is set to Block.


Refer to this post of mine:


Hope this helps! :innocent: