hello. I have a problem. When the character collides with the author (box) he disappears from the scene
He is not disappearing from the scene. The box is blocking the camera vision so it automatically moves where it can see your character.
Open up the box blueprint and select the actor in the components menu (uppermost one with the word “self” in front of it). In the details menu search for “Collision”.
In the Collision setting set the response to visibility channel to ignore. The picture I uploaded is on no collision setting, just ignore that.
BTW if you do any collision detection in visibility channel setting it to overlap instead of ignore might be a better idea.
Above, you’re scaling both the mesh and the collision volume that is attached to it. Don’t. Since you have a separate collider, disable the collision on the mesh:
Enable it on the collider only and set scaling to be absolute:
This way you can scale the visual mesh without the collider pushing the character into the ground (or whatever crazy thing is happening in the vid you attached):
Also, do we know what values you’re pushing in here?
Even if it doesn’t seem like the problem is in my character’s collision.
Lets focus on one thing at a time. What is the default scale of the mesh. I feel like it’s actually huge. You scaled it down by a lot initially? But the timeline makes the scale around .75.
Could you clarify?
It might be a problem in the overall scale of the project. Could you tell me how to change that? thank you
Make everything smaller if the scale bothers you. There’s nothing wrong with Mario scaled to 10. Is the actor scaled too, though?
There are so many unknowns here. What you’re showing in the anim suggests some strange settings were punch in as size / scale. Could you elaborate on how this is set up?
Anyway, I meant the size of the other actor, the cube. It seems that it is huge by default? Is it?
This. Size and scale of the mesh?
Try this:
- make a new cube actor:
No box collision, just static mesh. Block all. All else on defaults.
- timeline:
Is this what we’re doing here? You’ll need to detect angle of that hit later on. Since you’ll want a different behaviour when you hop on top / side.
and the actor does not see the menu as seen in the image
Sorry I made a few mistakes. First you need to click on the collision component which in your case is caja_collision, then look up collision in the search bar and it should show up. You might need to this for you static mesh component as well.
Second you don’t need to change visibility channel collision. You need to change Camera channel, That’s the one right under visibility. Basically something like this:
Change other channels/profiles response based on your needs.
As for why your character falls through the ground, that’s because you set “Collision Enabled” property to “No Collision” which means your character ignores everything. (You don’t need to change your character collision to fix this problem anyway)
hello. sorry, but how did you achieve this?
I followed the steps like this
There I only get one track and it’s yellow.
Yes, I had also tried that option with the camera but the same problem also occurs
Right click pins to split them.
Did you do this for both mesh and box collision?
If yes then there must be some kind of sorcery at work here lol, because I have no idea how you are still getting collision on your cammera…
P.S: Just to be sure, can you send a picture of both mesh and box collision settings?
hello. With this method the camera does not move but passes through the block and shrinks with the animation
Could you use a standard editor cube for this. And disable collison on the springarm.