Asking in Content Creation because I’m sure I’m rigging something wrong.
We are controlling all character movement in our game and the time has come to add collision.
For sake of simplicity, I have a Hero blueprint which is a Pawn blueprint.
[ROOT] Coll Capsule
Hero Mesh <---- skeletal mesh
I have collision off on the Hero Mesh and have set Coll Capsule to CollideDynamicAll (Also tried Pawn)
In a simple situation (just using gravity), I’m not getting any events generated when the collision capsule clearly overlaps a simple box that has block all set on it.
As a control, I can get collision to work against the same box if I set up a blueprint that uses a Character, but I don’t want all the superfluous character movement that comes with it.
So, obviously I’m doing something wrong, but in a couple hours of googling, rummaging through these forums, etc… I haven’t seen anything showing how to use a simple pawn that you move by yourself with collision attached to it.
If the solution is C++ that’s fine, our movement code is all in C++.