i was doing a custom movement component of my actor, because what i read on the documentation this fucntion already handle collision internally, which is great. but when i used it. the actor still collide with the object even when i used this function ::
const FVector ForwardVector(Speed * DeltaSeconds, 0, 0);
const FRotator targetRotator = FRotationMatrix::MakeFromX(DestinationLocation - CreatureLocation).Rotator();
const FRotator creatureAddRotator = FMath::RInterpTo(creatureRotator, targetRotator, DeltaSeconds, RotationInterpSpeed);
FHitResult hitResult(1.f);
const bool IsMoving = SafeMoveUpdatedComponent(ForwardVector, creatureAddRotator, true, hitResult);
this is the preview of my code. whenever i penetrated to staticMesh it still get me true??? wondering why??