I’m struggling for 3 days on this issue, i’m trying to do a simple thing but it seems the game doesnt let me do it
I just want to create a “crushing” wall like in action movies on a specific area of my map
For example : the player is in a room, after a specific timer timeout, like in my image, basic wall movement from the edges of the arena, to the center
The problem is simple : when i move my custom meshe (box created in modeling tool) it literally goes through my player character
If i try to run to go through the wall, the collision works
If i stand still, the prop is literally going through my character and thats the problem, my player can literally avoid the whole gameplay logic by standing still and thats something i dont want
I dont want to add an elemination volume wrapped on my wall to create a “death wall” gameplay
I tried absolutely everything i know : Moving prop device, Sequencer, verse Move.To, Scene Graph prefabs, tested lots of collision presets, asked on discord
I dont understand how people are doing floor is lava, with the lava prop rising, because even the lava prop is going through players when the player is in idle stance
If you have any idea or workaround, i’ll anything at this point
I’ve been testing this and I found that you should be able to do that Crushing Walls room by using only prop mover devices. You don’t need to edit or config any physics nor collisions on your props, as you can manage their collisions behavior directly on your prop mover device’s settings.
Let me show you how I did it and how it looks from my side:
You only need to create your custom prop and choose its mesh:
And that’s it! It should work without any issues, no matter if the players are moving or not, as you can see in the next two videos:
Using a Fortnite premade Prop:
Using a custom Prop:
In both cases, the prop pushed the player without any issues.
Please, check this method and let me know if it works!
If it doesn’t work for you, please share your prop’s settings and a detailed explanation about how you are trying to do it, so I can analyze it better!
Thanks for your answer, i follow your tutorial, i have now 1 issue
When i place my prop at (X=-44702.540230,Y=164251.948066,Z=15195.631877) (my hub where players spawn, i placed it for testing purpose) the collision does work :
But when i put my prop at (X=-14138.140731,Y=127156.147946,Z=3597.747979) lower than the previous video and this locaiton is where my prop is supposed to be in real game scenario
The collision does half the work, i dont go through the prop like a ghost, but i get stuck midway :
It is really weird! As I can see, the wall isn’t pushing you smoothly even when it works.
Sadly, I wasn’t able to reproduce the issue, but could you show me your Blueprint?
Please, open it and show me which components you added to it, and the collision presets you set for your “Static Mesh Component”. So I can check if the problem is somewhere in there.
But i tested in a another map and the exact same prop and it does work exactly like in your example
Even when the prop wall is in the air it correctly put the collision
I feel my main world is cursed, do you think it can be tied to world partition or spatial or anything else ?
I rebuild hlod, checked on and off "is Spatially loaded” nothing changes
Yesterday I was working on another problem with UEFN and started having issues with devices that were outside the Level Bounds. My last suggestion, given that you previously mentioned different heights, is to check that the place where you are using that wall is within the Level Bounds.
You can find the Level Bounds by looking for it in the outliner!
If this is not the problem, it is most likely a bug, which should be reported in the appropriate section. I am very sorry.