I have some enemies created like in this livetraining: Pawn Movement Techniques | Live Training | Unreal Engine - YouTube
Now there´s a little problem, some enemies are longer than the sphere which is colliding with the spheres of other enemies (like on snake)…
If I would scale the sphere up to overlap the complete enemies mesh, no enemy can pass by the side in some meters.
If I let the scale be the same, other enemies are overlapping the mesh.
My option was to set the skeletal to block the sphere, but then the enemy would fly around or just freak out…
Nodes “Ignore Actor When Moving” and “Ignore Component When Moving” isn´t working, because the sphere is simulating physics, read there: Ignore Component when Moving | Unreal Engine Documentation
Is there any other way available to let the sphere ignore the skeletals collision of the same instance but not on others?