I created a very very simple AI. It just finds the player, and goes after them in a loop.
It’s attached to a cube, and the cube runs at my player, but it goes through the floor. I think it’s because the FPC has an origin at the feet, and the box has an origin at it’s center.
Either way, I’m trying to get it to sit on the ground and slide, and bump into other boxes that are in the scene. Currently, it avoids walls, but still clips the corners, so the middle of the box follows the Navmesh, but the edges of the box intersect everything.
I know that FloatingPawnMovement controller says it does not obey physics, so what controller should I use to get the effect I want?
If I click the SimulatePhysics button on the cube component, the box falls to the ground, and hits correctly, but then just sits there. no movement.
What?
just adjust your capsule collision settings.
whats inside and simulate physics have literally no bearing on the movement component - which is the capsule.
Watch the beginner series for characters/animations that explains how they work.
also the live trainings on physical animation may have some relevance to this, eventually. Not with a box…
Before you ask. No, by default you cannot change from capsule to box without recoding the CPP for the character.
I’ve used the trigger setting before when i made a switch to open a door.
The Player projectiles were bouncing off the invisible trigger box, so I found that setting to make everything unaffected by the trigger.
Do I need to create a collision box around my box? I thought cubes had them to start with. That’s why they can be shot and hit in the example levels.