Well, is not the same, but the problem I had, was to make the trace damage to collide with the mesh of the character, not the capsule. The damage trace was not collising with the mesh, because it needs to have to physical mesh asigned to it.
2024…still the same problem
I think they fixed this in 5.4. But you don’t want to use your character’s mesh for collision. It’s really expensive and will cause a lot of issues with smoothly navigating the world.
Usually when you think you want the character’s collision to be more complex, you’re doing something wrong. This is aimed at other people posting and not the OP since they explained what they were trying to accomplish. What specifically are you trying to do that would require a more complex collision for the character?
Actually, thinking about the OP’s problem, you could probably accomplish this by using the Capsule as a collider for the world, but set it to ignore everything else, and then add a box collision like @ClockworkOcean suggested, and use that for all other collisions. Haven’t tested it, but in theory, it should work.
I tested it out:
Works pretty darn well. All I did was add a cube to the capsule and set its collisions to block all but World Static, then I set the capsule to ignore all but world static and world dynamic. This way the cube’s collision will be used for bumping into physics objects etc. and the Capsule will be used for the world. You can tweak the radius on the capsule so it’s either tight against the edges of the cube and the corners will clip through walls or other cube characters, or expand it a bit more and you won’t be able to be flush with walls/characters, but there’s no clipping.
This is why I was saying that you don’t need more than a capsule in most cases.
You just need to use the Pawn class, not the Character class. That way you get rid of the capsule component entirely. The capsule collider is an integral part of the character class and if you’re not intending to use the capsule collider you’re probably better off not using the character class anyways, you’re just setting yourself up for pain in the az.
Talk about necrobumps though, wth you 2?
I love how the “powerful” Unreal Engine doesn’t have custom collision shapes in its movement presets when my old A3, A4, A5, and A6 game engines that are over 20 years could handle any shape for collision. It didn’t matter. It was also an actual GAME engine. I’m starting to realize that Unreal isn’t really a “game engine” it’s a tool that you can make games with. lol
Like DSLR cameras verses dedicated cameras or camcorders, like the ones major studios use to make movies. A DSLR is a tool for taking pictures that just happens to be able to record video as well, a dedicated camera is designed for recording video and it may be able to snap a picture or two.
Come on, Epic, update your code. Come into the 21st century…oh wait engines were doing this back in the 20th. LOL
Anyway. I guess I will have to rewrite my code and my main character as a pawn instead of a character. I don’t know a figure with two or even four feet that round off at the edges and can quite literally float in the air off of the edge of a cliff if facing the right way. What a stupid shape to choose. Hey I’m a pill shape, Morty! I turned myself into a PILL!!
It has those things… read my comment, literally right before yours. But you’re right about unreal not being all that amazing when it comes down to it.