I have a lot of vertical movement in my game and I have found that vertical collisions between characters can cause them to ignore each other afterwards. Their collision capsules work normaly when reacting to everything else except each other.
I have examined both the player character and the NPC that collide together, and nothing seems to have changed. I have called ClearIgnoreActors and ClearIgnoreComponents, ResetPhysics, Reseting the collision response channels, and other things.
There seems to be some hidden ignore list that these get added to so that the vertical collision can be handled and allow them to slide through each other, but I cannot see where this is happening and how to clear it afterwards. Preferably it would be nice to get some kind of message that this has occurred as well.
A basic, crude workaround is simply destroying and respawning the NPC character which restores the collision between the characters back to normal.
Setting the CapsuleComponent to CanStepUpOn to Yes, reduces the number of times it happens but still does not prevent it from happening after a few occurrences. With the unwanted behavior of characters standing on top of each other.
I was hoping someone else has run into this before and can shed a little light on how the collision system works for handling these types of collisions and the change in collision that is required to let them slide past each other. Or some setting or function I have just missed that needs to be called to reset the collisions afterwards, or some what to prevent this in the first place.
Thanks.