Platform moves constant by SetActorLocation node. (Sweep doesn’t work)

I have islands(generated by voxel plugin) with collision BlockAll.
Platform going through islands.
How can i prevent that?
Platform moves constant by SetActorLocation node. (Sweep doesn’t work)
I have islands(generated by voxel plugin) with collision BlockAll.
Platform going through islands.
You can define an start point and an end point. The end point would be a collision. So the platform travels and if it hits something, it would stop.
Try creating an new channel at the collision-settings and within your BP set the end point with an line trace by channel
The collision only does something if it’s a character blueprint. Otherwise you have to manage it yourself
Clockwork is right. Im not sure, but I think an actor class is inherited from the character class?
Yes, other way around.
Interesting, but what if my platform is complicated shape.
And collided like this(green - contact collision):
Can you give an overview of what’s happening? Are these islands moving around? Is that platform moving around?
Islands are static. Platform can be expandable in different shape and constant moving in any vector direction given by player.
Yeah, then it would be easiest to change the parent class of the platform to character, then it won’t intersect with the islands
You will probably need to tweak the way you move it ( use character movement nodes ).
PS: I’m not sure without trying it, but I think even ‘pawn’ will ignore collisions, but I may have that wrong.
Okay, i managed to moving through character movement component, but collision is “build-in” i suppose:
It’s only colliding on Capsule Component that comes with “Character” class, that i can’t change it(maybe only c++).
How can I make collision for children too?
You’re off into ‘character class limitations’ land there…
You can’t change the capsule. I suspect you can’t add child capsules.
If you want it totally custom, you have to write your own character, or edit the C, yes.
You can add other overlap components, but you have to check on tick what’s going on with them, which is what you have to do in the main character class anyway ( I’m guessing ).