How to prevent a character's animation from clipping through objects

I am a beginner. I have a question:How can I prevent a character’s animation from clipping through objects when it comes into contact with them? I currently know that the capsule collider serves as the character’s collision volume, but what should I do to prevent the animation from clipping when it outside the capsule collider.

The capsule component only handles the character’s main collision and movement. It doesn’t stop individual body parts or animations from clipping through nearby objects.

Depending on what you’re trying to achieve, there are a few common approaches:

  • Animation Blueprint + IK: Use Control Rig, FABRIK, or Two Bone IK to adjust hands or feet when they get close to walls or props.
  • Animation Warping: Motion Warping can help align certain animations with the environment.
  • Physics/Collision: Add collision to specific bones (via the Physics Asset) if you need things like ponytails, cloth, or accessories to react, though this isn’t usually used to stop the entire body from clipping.
  • Animation Design: Many games simply create alternate animations (wall idle, corner lean, weapon lowered, etc.) that are triggered when an obstacle is detected with line traces or overlap checks.

There isn’t a built-in setting that automatically prevents all animation clipping outside the capsule. Most games combine collision detection with IK and animation state changes to make interactions look natural.

What kind of clipping are you seeing? Is it the character’s arms, weapon, legs, or the whole body passing through walls? That will help narrow down the best solution.

The capsule only controls where the character can move, it does not control the actual body mesh. So arms, weapons, or legs can still pass through objects during animations. Usually this is handled with IK or Control Rig to adjust the character’s body parts when they get close to something. You can also tweak the capsule size a bit, but it won’t completely solve clipping. Most games do not try to eliminate all clipping because its almost impossible with normal animations. They usually combine better collision setup, IK adjustments, and specific animations for important interactions.

If the object (or part of the character) clipping is finite, you might consider adapting the method detailed in the following post:

thanks for your answer.the problem is ,when running, the arms clip through the objects during the swing. And during combat moves, when the arms swing out and come into contact with walls or other characters, they also clip through. That’s the situation。I tried using the Physics Asset to add collision to specific bones, as taught by AI, but it failed.

Thanks for the extra detail—that makes the issue much clearer.

For arms clipping during run and combat animations, a Physics Asset usually isn’t the right solution. Physics bodies don’t automatically push skeletal animation away from walls during normal animation playback.

A few approaches that are commonly used are:

  • Use a short line trace or sphere trace in front of the character (or from the hand/weapon). When an obstacle is detected, blend to a “weapon lowered” or “arms closer to body” pose in the Animation Blueprint.
  • If you’re using IK, you can drive the hand target backward when it’s about to hit a wall, but this generally works best for slower interactions rather than fast attack swings.
  • For melee attacks, many games create alternate attack animations with a smaller arc when the character is close to a wall instead of trying to physically stop the arm.

Out of curiosity, are you making a first-person or third-person game? The recommended approach is a bit different for each.

thank you , I am making a third-person game

Thank you for your response. However, I gave it a try and ran into a couple of issues: first, the capsule’s position doesn’t match where I placed it in the character blueprint, and second, the character still clips through the wall when walking. Could you help me figure out what’s going wrong?

You need to follow the tutorial to a tee–you likely omitted the steps of setting ‘Simulate Physics’ (hard-coded) on the player character’s capsule and then disabling it via ‘BeginPlay’.

Unreal Engine 4 how to create horizontal characters that doesn’t fit the default vertical capsule - YouTube

Thank you, I’ve solved the problem.

You’re welcome.