Make volume collide with skeletal mesh?

Hi, I have a simple question. I have blueprint attached to my pawn. That blueprint contains a volume. I would like to make that volume collide (and block) with the skeletal meshes of other pawns and the surroundings, and thus prevent the owning pawn from jamming that blueprint into them. How do I go about setting up the collision of that volume?

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Hello UDKAP,

To set up the collision of that volume, you’d want to first go to your character blueprint. In the character blueprint, add an event begin play node, and drag off a SpawnActor node and spawn an instance of your blueprint containing your volume. After you spawn this, promote the return value of the SpawnActor node to a variable, which in this case I named Actor Blueprint, and set it as the target for an AttachActorToComponent node. For the In Parent section of the AttachActorToComponent node, get your character’s mesh and attach it. I created a socket on the player skeletal mesh, which I named collision socket, so where it says In Socket Name, I typed that in as the socket I want to attach to. Finally, it will help for testing purposes to offset your newly-socketed collision, so get your actor blueprint’s scene component and use a SetRelativeLocation node to offset it about 50 units in whichever direction is convenient for you to test. This will place the collision a bit in front of your player, ensuring that you are able to tell that the collision event occurring is related to your blueprint volume, and not the collision that is included by default on your character.

Also, if you’re not sure about how to create a socket on the skeletal mesh, have a look at this documentation: SkeletalMeshSockets | Unreal Engine Documentation

Have a great day,

Sean Flint

I have almost the exact setup you have here, except for the setting of the variable everything is the same. My problem is that if I enable that actors collision it collides with the collision volume of the character, and the character can’t move properly. I tried implementing an Ignore when moving node, but then the actor ignores the capsule of other player characters in multiplayer.

Hello UDKAP,

It seems like what you’re going to want to do is create a custom collision. This can be done by going to Edit->ProjectSettings->Engine->Collision. You should see a section titled Object Channels. Here, you can create your own custom collision. After doing so, expand the preset tab, which is located at the bottom of the page, and you can create a new preset and set it to your newly created collision. This will allow you to choose which types of objects your collision will detect. As a result, you can ensure that it ignores collision with your player, and only worries about other objects and other players.
The documentation on collision responses may also be helpful to you while you’re trying to set up your new collision settings: Collision | Unreal Engine Documentation

Hope that helps, and have a great day!

Sean Flint

Hello UDKAP,

I am marking this post resolved, as I have not heard from you in a few days. If there are any further questions, feel free to reply to this post. For any new issues, please create a new AnswerHub post.

Have a great day,

Sean Flint