While the player attack motion will compulsory move forward(For example 2m) if the player collider overlap with the enemy’s collider, the enemy will be stuck and fly far away far. I want the result to be enemy blocking the player’s movement (acting as a world static, but I think the enemy still needs to be a Pawn for AI usage). Also, I have already unchecked the physics interaction of the enemy.
I wonder if my collision settings for enemy’s capsule collider and mesh are wrong.