Hello, I’m working on a prop hunt game. Currently working on the transform feature.I added an empty static mesh component to my character and when player press the transform key, I set the static mesh to the chosen object and I destroy the character mesh. Everything work perfectly fine as long as the object is bigger on the z axis instead of the others. But when I want to use some specific object let’s say a couch, the capsule component wasn’t size nicely. After trying several things like turning the capsule and resize it (which didn’t work because the engige was considering that my character was falling). I decided to resize the capsule height and add another capsule that I woud turn and resize to match the best the object shape. My problem is that the second capsule is not applying any collision even after setting a collision preset.
Unfortunately only the root component of an actor is considered for collision. When it’s a collision shape, then this shape itself, and when it’s a static mesh, then the collision shape of that mesh.
Here attached my transform function. I though about something, I think there is some cases in games that a character have to be separated in more than one capsule collider. Do you know how it can be done in unreal ?
Here some screenshots of my problem and my character structure.On the couch pictures,we can the first capsule (“capsule Component” in the structure) which is the thin one. The second on is the one which match the couch shape but it doesn’t collide with anything as we can see on the picture with the cube.