Hi, I am trying to make it so that my characters Mesh, and NOT the Capsule Component is what is used to push Physics Objects, such as the blue boxes in the starter 3rd person content.
Ive narrowed the issue down to the Collision Preset: PhysicsBody setting. When the Capsule has PhysicsBody ticked to Block, my character pushing the box into the wall, or jumping on a box on the floor it works correctly. The box collide with the wall, maybe bounce a little, and settle. However, if I set the capsule to Spectator and have my Character Mesh ticked to PhysicsBody to Block it behaves differently. When pushing a box into a wall the box gets pushed INTO the wall, and when jumping on a box it gets pushed INTO the floor.
My guess is that somehow this is cause due to my character not having physics enabled itself, the box is not able to “push back” when it is pushed into a wall or floor and is overlapping them. It wants to recoil back out of the overlap condition but since my character does not have physics enabled it wont budge. I also assume the Character Movement component somehow compensates for this mechanism.
I guess my question is, is there a setting to allow physics objects in overlap condition to push a pawn away? Or would this require setting up the pawn with physics enabled? Or do i have the base issue wrong all together?