my actor has no physics (resolved)

The cube:

Its Object Type is set to :red_circle: WorldStatic. It blocks :yellow_circle: Tracing and :large_blue_circle: Object Responses (collision) of other types listed below.

Hongo’s collider:

It blocks anything that is :large_blue_circle: World Static - like the cube’s :red_circle: World Static object type. In short: cube’s word static responds to the pawn’s world static by blocking it:

If I change the Hongo’s collision to overlapping against World Static types:

Hongo will Overlap them, they can easily spawn inside of it, and hop out of it, no problems. But he cannot stand on it… That’s where your Timeline comes in. When it Completes, we can restore Hongo’s collision:

image

They are now blocking World Static as soon as they pop out of the box.

Quick summary:

  • in Hongo’s BP, set the :large_blue_circle: Object Responses to Overlap or Ignore the Object Type of the box
  • when the Timeline completes, use the Set Collision Response to Channel node to Block it

The above gives you a lot of granularity regarding who blocks whom and responds to what, when and how. You can (and often should) add more channels and object types (last link at the bottom of this post). For example: when Mario shoots projectiles, they should not be able to accidentally hit him. Understanding Collision Filtering would allow you to efficiently set that up.


tl;dr: alternatively:

  • disable collision on the pawn initially:

  • and then enable it when needed:

This is pretty ham-fisted, though. Having a decent grasp on how the channels work pays off in the long run. Decide for yourself if you’re into this for the long run or just doing homework. :innocent:


More reading:

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