Hi all,
I’m trying to set up a Character blueprint that has multiple simple blocking colliders. Each collider’s Object Type is different; I have a couple custom channels set up. Basically, I want a “generic” collider (which if its a character is usually the Capsule Component) which collides with “everything,” but then I want a collider that only collides with things specific to the object channel it is set to block.
Just FYI, the character’s Capsule Component has physics disabled so the PlayerController can control it using “AddMovementInput” but the regular collisions with it still work.
I’ve heard rumors on forums that a Character type only allows for a single blocking collider? Is this true? if not, what do I need to do to set up multiple blocking colliders?
So far the only thing that seems to work is to spawn an actor that has the channel settings I want, and then attach him as a welded actor to my PlayerCharacter…this seems really round-about…
Actually I take that back. When I attempted using this, I ran into the same problem. I attached an actor with Object Type A onto Actor A, which blocks Object Channel B, and attached an actor with Object Type B onto Actor B which blocks Object Channel A…but to no avail. The collision still doesn’t occur.
Did you ever figure out how to use multiple colliders on a blueprint? The moment I add a box collider, the collider on my mesh ceases to function.
Okay, thanks for letting me know. I’m actually already using a custom pawn. In my case, I’m just trying to detect which side of my pawn was hit. Currently, I’m experimenting with creating an actor subclass that’s just a box collider, and then adding it to my pawn blueprint as a child actor.
Hi ,
No, we never found a good solution. It seems that if you use the PlayerCharacter class and kinematic movement, you are locked into the single Capsule Collider that is provided inside the PlayerCharacter.
You might be able to get away with subclassing Pawn instead, and making your own system for handling collision, but I haven’t tried that.