Player Collision Problems

Problem 1.

A moving object will have no effect on the player when you expect to be pushed out of the way , instead you will end up on top of the object.

Problem 2.

When you are top of the moving object you expect to move with it , but you will fall off.
I have tried adding a blocking volume and adding a physical material with the friction set to 10 , but it still behaves the same.

A video of the problem can be found here.

ftp://Toxic.Games@ftp.epicgames.com/FTP_Dropbox/ToxicGames/PlayerCollisionProblem.wmv

There is another player collision problem where the player will go straight through a wall that rotates on a hinge.

Video can be found here
ftp://Toxic.Games@ftp.epicgames.com/FTP_Dropbox/ToxicGames/PlayerCollisionProblem2.wmv

This example is only using static mesh no Blueprints. I have tried adding a blocking volume and turning on CCD , but it still has the same problem. It feels like the collision gets turned of halfway through the animation.

Regarding the rotating (hinged) floor:

I’ve tested and reproduced this issue in Rocket, and was unable to find a setting to resolve it. Fortunately, the behavior appears to be resolved in our latest internal build. Under the exact same conditions, I could not get the pawn to fall through the rotating floor.

You should expect the issue to not occur in the next Rocket release. When the time comes, please be sure to test it and let us know if you find otherwise.

Thanks!

(still investigating the original issue)

The other issue regarding moving with Blueprints has been reproduced and reported.

Thank you.

1 - I think it’s because the physics system around the Pawn is not finished and pushing objects is not yet operational in our current beta. (I’m not sure of that however.)

2 - I think this is a normal behavior, similar to what was done in UE3. If you want to move with an object you maybe need to use the Setbase() function to change the Player physics relation to an object.

I had another play about and it seems like it does not matter if it is a matinee or a Timeline. The problem happens when an actor is saved as a Blueprint.

If you stand on top a static mesh when it is moving you will move with it. If you are the way when it is moving then it will push you. There is a problem where you will get stuck inside it.

With a blueprint it seems like collision gets disabled when it is moving. Both objects us the same mesh with the same settings. I have also tried some other settings , but I still have the same problem.

New video can be found here.

ftp://Toxic.Games@ftp.epicgames.com/FTP_Dropbox/ToxicGames/StaticMesh+BlueprintCollision.wmv

The Mesh with the default texture is the static and the red mesh is the blueprint.

One other thing is that the collisions work fine when the object is moving up and down. The problem only happens when it is moving sideways.

Thank you for your feedback that the issue was regarding a Blueprint. I have tested, reproduced, and been unable to find a workaround of yet. I have reported the issue.

Cheers!

Hello,

For #1: Have you checked your character’s Max Step Height to ensure that is not the cause?

For #2: I have tested this behavior on the ShooterGame sample and the player in the project does ride on top of a Moveable StaticMesh driven by a Matinee (which I set up). You may wish to compare those settings against your own project to see if you can determine the difference.

Let us know your findings or if you require further help.