I have a gun on a tripod that I want a player to be able to drop in front of him. The model is an animated skeletal mesh. This brings up several questions: The first is how do I check to see if there is room to drop the item? I have a simple collision box component defined plus a physics asset, but I’m not sure how to use them to check for room. The second question is how do I get the model to drop to the floor without rag dolling? The third question is how do I stop the player from pushing the item around the room? I’ve noticed that players can push and even throw physics objects that should be impossible for the player to move.
If you want physic objects to react with environment or other objects, but ignore certain types of actor or character, you have to assign a custom collision layer to it, see docs.