Hey there, so I’m trying to make a prototype of an RTS game involving large spaceships, more like battleships and cruisers than fighters. I’ve gathered that collision components don’t work unless they’re the root of your blueprint. At least that’s what I’ve seen online, and experienced for myself. The problem is, if I put a box, sphere, or capsule collision as the root of my Pawn, it suddenly either stops being able to move completely (btw, I’m using a “right click in the world and use AI MoveTo”) or it starts to spin in place. Even if the collision component is set to No Collision at all… and “can ever affect navigation” is off as well. I literally can’t continue if I can’t have collision for my Pawns. Anyone have any ideas?
Hello,
The collision doesn’t have to be the root of the BLUEPRINT. An example of this is in fighting games, where you can attack different parts of a character’s body.
Can you post photos of your setup? I have absolutely no idea what you’re doing or trying to do.
A video would also be helpful.
Hey there, thanks for taking the time to respond! I’m surprised to hear you say that collision doesn’t have to be the root. A quick google search yields dozens of results saying that it does, at least an actual physical collision. You can still detect hits with traces if the hit component isn’t the root. I’ll try to get a video soon. Basically I just have created a Pawn, applied a Floating Pawn Movement to it, and have it set so it moves to my clicked location exactly like the Top Down Template character does. Only, the moment I make a collision object the root, the movement stops working. That’s all. Thanks!
If the object is a CHARACTER CLASS, absolutely.
But if it is just a PAWN, then no.
All CHARACTERS are PAWNS but not all PAWNS are CHARACTERS.
They’re often used interchangeably (like bugs vs. insects), although, again, not all bugs are insects.