# Pawn rotating, Collisions not so much?

**URL:** <https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403>\
**Category:** Asset Creation\
**Tags:** collision-detection, collision-meshes, unreal-engine, bug-report, question\
**Created:** [December 24, 2014, 5:27pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403 "2014-12-24T17:27:06Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![Genova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Genova](https://forums.unrealengine.com/u/Genova)\
**Post date:** [December 24, 2014, 5:27pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/1 "2014-12-24T17:27:06Z")

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Hello there,

So, this took me almost a day to figure out and this is horrifying me.  
But I really REALLY hope this is a mistake on my side.

It seems like rotating a pawn will not update it’s collision properly. In fact, it looks like the collision mesh will **rotate using it’s own pivot point** instead of rotating in relation to the static mesh  
Though, the Show COLLISION command shows that everything is correct…

Weird huh? Just take a look at that

In this example I have a stick that has a long collision mesh. If I rotate the mesh upside down, i can avoid the blocks just fine. Because the collision’s pivot is at the same place as the static mesh.

But if I move the Collision to the end of the stick and rotate my Pawn so it avoids the obstacles, it will collide nonetheless.  
Fun facts : This happen if I rotate the pawn in-game **and also if I do it in the editor !**

And the last test, rotating the pawn so it hits something. Well, it doesn’t !!

So, did I messed up editing my collision mesh ? Am I missing some kind of settings to tweaK? I’m not using any third party tool, only UE.

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [December 24, 2014, 6:58pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/2 "2014-12-24T18:58:51Z")

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Hi ,

I haven’t been able to reproduce this on my end, what collision settings are you using on your static mesh and on the boxes you have it colliding with?

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**Author:** ![Genova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Genova](https://forums.unrealengine.com/u/Genova)\
**Post date:** [December 24, 2014, 8:37pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/3 "2014-12-24T20:37:41Z")

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Hey ,

The box obstacle is the Shape\_Cube from the starter pack, Collision Complexity is set to Default.

My pawn is using a StaticMesh that is also set to Default.  
The pawn blueprint has no settings modified except for Collision presets set to BlockAll

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [December 24, 2014, 8:46pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/4 "2014-12-24T20:46:26Z")

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Which version of the editor are you currently using?

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**Author:** ![Genova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Genova](https://forums.unrealengine.com/u/Genova)\
**Post date:** [December 24, 2014, 9:03pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/5 "2014-12-24T21:03:15Z")

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4.6.1  
I could upload the projet somewhere for you to check if you aren’t able to repro it on your side. But I don’t know much about file hosting websites.

Let’s recap my step to repro :

1. Make a staticmesh from a BSP shape (pivot point in the center)

2. Open the StaticMesh Editor

3. Click on “Add Box Simplified Collision”

4. Scale down a bit the newly created Collision box, then move it on the side of the StaticMesh

5. Create a new Pawn Blueprint then add a StaticMesh component using the one created (Should be the Root)

6. In the event graph add an Event Tick that fires an Add Actor World Offset (Delta Location : X:-2 Y:0 Z:0), so the pawn start moving when spawned. Check “Sweep” so the function detect collisions when moving

7. Now place the BP in the world and make sure there is an obstacle in the trajectory of the Collision Box (the one created in step3) of the Pawn

8. Test. It should collide as expected

9. Now in the editor, rotate your pawn so the Collision Box would not collide with the Obstacles when moving.

10. Notice that the Pawn still collide

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [December 24, 2014, 9:33pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/6 "2014-12-24T21:33:56Z")

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Hi ,

If you could, upload it to a dedicated FTP server such as dropbox and put the link here I would be happy to take a look.

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**Author:** ![Genova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Genova](https://forums.unrealengine.com/u/Genova)\
**Post date:** [December 24, 2014, 11:14pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/7 "2014-12-24T23:14:57Z")

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Hope this is working

> **[File Dropper - Online file sharing](http://www.filedropper.com/testlab)**
>
> Online file sharing

To save space I didn’t include the StarterPack Content (600mo). You’ll need to copy it from another project 🙂

Merry christmas !

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [December 26, 2014, 3:29pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/8 "2014-12-26T15:29:20Z")

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Hi ,

I was able to reproduce this and have entered a bug report, UE-7030 to be assessed by the development staff.

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**Author:** ![Genova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Genova](https://forums.unrealengine.com/u/Genova)\
**Post date:** [December 26, 2014, 8:00pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/9 "2014-12-26T20:00:19Z")

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Hey ,

Alright then, glad to know it’s not only on my side.  
Is there a chance to access your bug tracker so I can get an update of when it’s fixed?

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [December 26, 2014, 8:22pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/10 "2014-12-26T20:22:12Z")

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Hi ,

We do not currently have a method for users to track bugs, this is something we are trying to find a proper way to implement in the future.

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**Author:** ![anonymous\_user\_482d02a4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_482d02a4](https://forums.unrealengine.com/u/anonymous_user_482d02a4)\
**Post date:** [January 17, 2015, 12:14pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/11 "2015-01-17T12:14:02Z")

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@-  
is there an update on this issue? i have a similar issue in my MovementComponent when i rotate it and don’t get collisions ☹

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [January 19, 2015, 7:30pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/12 "2015-01-19T19:30:05Z")

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Hi,

This is currently under assessment by the development staff. Unfortunately I do not have a timeframe of when this will be fixed.

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**Author:** ![zeroexception](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zeroexception](https://forums.unrealengine.com/u/zeroexception)\
**Post date:** [April 8, 2015, 12:35am UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/13 "2015-04-08T00:35:29Z")

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This does appear to be an engine bug, I have a fix for 4.8 that is being reviewed by some other engineers. Thanks for the test project, it helped track things down!

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**Author:** ![Genova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Genova](https://forums.unrealengine.com/u/Genova)\
**Post date:** [April 8, 2015, 12:41am UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/14 "2015-04-08T00:41:21Z")

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Sweet ! That will help my project 🙂  
Thanks

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**Author:** ![zeroexception](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zeroexception](https://forums.unrealengine.com/u/zeroexception)\
**Post date:** [April 8, 2015, 6:56pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/15 "2015-04-08T18:56:58Z")

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Fix has been submitted, CL 2505561.

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**Author:** ![John\_Alcatraz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Post date:** [October 29, 2015, 10:52pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/16 "2015-10-29T22:52:41Z")

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Hi, I think I experience the bug mentioned here and now I’m not sure if it’s a new one or if the fix is just not in 4.9? It’s not a huge problem, if it’s fixed in 4.10 then everything is fine 🙂 So my question is just whether this should be fixed in 4.9.2 or not.

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [October 30, 2015, 1:16pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/17 "2015-10-30T13:16:39Z")

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This fix was implemented back in 4.8. Is this still occurring for you? What steps are you taking to reproduce this on your end?

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**Author:** ![anonymous\_user\_6baa95861](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6baa95861](https://forums.unrealengine.com/u/anonymous_user_6baa95861)\
**Post date:** [June 6, 2019, 1:38pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/18 "2019-06-06T13:38:09Z")

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Hi everybody! we have the same bug in 4.22, we have a camera rotating around an object, we want the camera to clllide with object in order to not make it go through them, how could we solve this problem?

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**Author:** ![Genova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Genova](https://forums.unrealengine.com/u/Genova)\
**Post date:** [June 6, 2019, 5:42pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/19 "2019-06-06T17:42:46Z")

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Hi,

I don’t think this is fixed in 4.22 and ever will to be honest.  
The solution I applied, to workaround that technical limitation, was to calculate the destination location, operate a translation, detect if there are collision, then apply rotation.

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**Author:** ![bo0olean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bo0olean/32/464984_2.png) [@bo0olean](https://forums.unrealengine.com/u/bo0olean)\
**Post date:** [December 21, 2020, 3:02pm UTC](https://forums.unrealengine.com/t/pawn-rotating-collisions-not-so-much/302403/20 "2020-12-21T15:02:16Z")

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I’ve to use this feature and would like to get an idea of what I’m about to encounter. Just checking to see if it is fixed as of 4.24/4.25?

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