As noted in this bug report, sweep doesn’t work when using AddRelativeRotation, despite working just fine with AddRelativeLocation. (Just for the sake of clarity, I am using C++, rather than Blueprints, but I experience the same problem described in the bug report. I have of course set the sweep argument to true when calling these functions.) In my game, this bug leads to the player’s spaceship rotating through collision objects which are meant to block.
As of 16 April 2015 (i.e. over 6 months later), this bug doesn’t appear to have been fixed and no update has been given as to when this is likely to happen. It therefore looks likely that I will need to solve the problem in some other way.
As mentioned above, I need to prevent a spaceship rotating through collision objects which are meant to block. Does anyone have any suggestions/workarounds as to how this might be achieved?
Thanks!
Edit: Some additional information about my setup:
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The player’s ship is a custom pawn which has a static mesh component as its root component.
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The custom pawn’s constructor calls “SetActorEnableCollision(true);”
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The objects which the ship should be blocked by are static mesh actors which use a collision proxy made up of a number of convex hull collision meshes.