The cube:
Its Object Type
is set to WorldStatic
. It blocks Tracing
and Object Responses
(collision) of other types listed below.
Hongo’s collider:
It blocks anything that is World Static
- like the cube’s 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:
They are now blocking World Static as soon as they pop out of the box.
Quick summary:
- in Hongo’s BP, set the
Object Responses
toOverlap
orIgnore
theObject Type
of the box - when the Timeline completes, use the
Set Collision Response to Channel
node toBlock
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.
More reading: