Hey,
I have an event hit event in my character (pawn) bp. This one is triggered even if the pawn does not touch an actor. I found out that the issue came from the physics asset of pawn skeletal mesh, but I don’t know how to solve that and it’s extremely annoying. Example :
UE thinks that my trash can pawn is colliding with the actor with blue collisions on the right. The red box has no collision, it’s not related with my problem.
Any help is appreciated …
You can delete the collisions you don’t need and generate new ones.
But I already only have necessary collisions …
This issue causes non logical behaviours, for example, the pawn is blocked without even touching a wall
Then delete the unnecessary ones =)
When you show collisions, you can select them in viewport and delete one by one. Leave the ones you need.
IDK where those blue collisions came from. Maybe you exported a model incorrectly or something.
Ok I guess my first explanations are not clean. Here’s a video, and you should notice that collision have an extremely strange behaviour …
And the issue comes from my pawn as it occurs for any static mesh/actor.
Hey there @Idknoidealol, could you open up your pawn BP and the Static Mesh of the trash can and let us see the hierarchy? Looks like the green line is the trash can’s SM col and the burgundy one is from something done on the BP. There’s only a couple of possibilities here. Is it a separate collider added for overlaps or the SM’s collider actually making contact? Either way we should be able to disable/toss it depending on which it is.
Well I don’t have access to my computer right now … But I will provide some details for now.
The green line shown in the video is a mesh in my level and I want it to block my pawn.
The trash can is a skeletal mesh.
I tried to do the same thing but using a simple box as collision (which I added in the blueprint). In this case, everything works as expected.
However, when I use the physics asset of the trash can skeletal mesh, the result is what is shown in the video.
In a copy a my project, I deleted the current physics asset and made a fresh new one, without touching anything in it after creation. It resulted as the same thing in the video.
At this point, I think the issue may come from the trash can model, maybe bone weight painting or strange normals …
Hey, I have few things to add.
I tried to make the skeletal mesh a static mesh, and add a simple collision box to the SM.
Then, I replaced the SKM by the SM in my BP and I don’t have any issue. So I guess the problem comes from my skeleton ?
Any idea, please … This is driving me mad …
check the skeletal mesh physics bodies, maybe they are not set up correctly
It could be that the SKM was set up a little off as Doru mentioned, does the trash can man require SKM functionality? If not that’s one workaround already. That said the SKM is editable for all it’s collisions as well.
I made many many tests but I couldn’t find what caused the issue so yeah, I converted it to a SM and changed few things to my bp. That remains a pretty weird issue …