I have a player pawn which uses a static mesh as the root and also uses the FloatingPawnMovementComponent. I’ve checked the boxes to constrain movement to the Z plane (my pawn is a motorbike and I’m not using physics or anything). I add local rotation to my pawn when turning to simulate the motorbike’s movement. However, sometimes this leads the pawn’s collision to trespass the floor and stop movement.
As I understand it, the root of any movement component is used in collision calculations. And my pawn must use the mesh as it’s root since I need to rotate around the mesh’s pivot to properly simulate my motorbike’s movement. Although someone is making me a custom collision mesh right now, one that should be much harder to trespass the floor with, I’d really like to know if anyone has suggestions as to how I could solve this without the need for a custom collision.