Has anyone figured out, or can you figure out, a way to implement some kind of decent collision in a prone state using the character class? I know it won’t be perfect since it’s not designed to support a prone state, but there’s got to be a way to get a workable solution without having to manually create my own character class and duplicate all the great work epic has already done. I’ve tried so many different approaches. Nothing works as you might expect. To name a few,
-Shrinking the capsule doesn’t work well because the size and shape of the capsule get overridden in unpredictable ways. Also, the character moves around in the capsule causing it to float or get stuck in the ground
-Moving the mesh to account for capsule resize shifts doesn’t work because when going into a crouching state, the mesh again moves in unpredictable ways. I’ve tried unsuccessfully to override the crouch function as well. The engine just ignores my overrides or the function breaks completely.
-Rotating the capsule causes all sorts of problems. The mesh ends up backwards and upside down. Again, the crouch function doesn’t help, but it messes up even when bypassing the crouch function.
-Ive tried writing my own crouch function, but again, the capsule goes crazy when I try to manipulate it manually.
-The only solution so far that is tolerable is shrinking the capsule to a minimal size and fighting with the engine to get the mesh to stay where it’s supposed to be, but it is a really annoying way to do it and even very slight differences between meshes cause the whole thing to break. Not to mention the collision only covers the head neck. Otherwise, the character is floating or stuck in the ground.
-Oh yeah, I’ve also tried disabling the default collision capsule in a number of ways and adding another collision capsule that I would theoretically have more control over but then for whatever reason all collision is ignored and the mesh falls through the floor.
Someone please help, this has been driving me nuts. Seems like it shouldn’t be this hard!