How to Move Actor while Considering Object Channels

I am trying to move my character using SetActorWorldOffset with enabled sweep and disabled teleport. That works just fine.

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The character should:

  1. collide with solid objects (block) and fire hit events
  2. move through trigger volumes (overlap) and fire overlap events

I’ve read the collision documentation but I cannot make it work. To me it seems as if SetActorWorldOffset blocks agains all colliders without considering the object channels.

I created a custom object channel named “CustomTrigger” to use for my trigger collider:

Then I created a preset to use on my trigger collider:

On my character’s root collider I then used a modified Pawn preset:

And my character is still blocked by a collider of type “CustomTrigger”.

Is this by design or am I doing something wrong?

I replaced my call to AddActorWorldOffset. Instead I know use SetVelocity on my character’s MovementComponent. The problem persists.

I found the issue. My trigger was part of another actor. That actor had the shape of a ring and the trigger was inside that ring. The actor had collisions enabled. I was therefore colliding with the ring and not with the trigger.

The custom object channel is not required. The built in trigger channel works as expected.