Why does my character with a capsule component with both physics and query collision enabled pass through a static mesh with on physics enabled? Below is the video I used to come to this understanding.
Hey @FaithOverdrive!
I’m not entirely sure I’m following you, but the static mesh needs to have the collision preset set to Query Only or Physics + Query. This is important because the Character Movement Component doesn’t simulate real physics for movement. Instead, it utilizes a SafeMove function that checks for overlaps and adjusts the player’s position to avoid getting stuck in walls or other objects.