I know this question was asked a few times here, but i didn’t find any solution yet that works for me. I created a character BP in my game. Some tipe of a hovering car.
And since it’s a character it collisions are controled by a capsule component. However my car doesn’t really fit into a capsule, and i need my sceletal mesh car physics asset to take part in collisions aswell.
I’ve tryed disabling collisions on a capsule and enabling on my mesh instead. But in that case it just ignores all collisions. In overall it’s no matter what i do capsule component is the only thing taking part in collisions.
The only way to make it work is to start simulating physics, but in that case my skeletal mesh just drops on the ground like a rag doll.
I know there’s a way to use a pawn instead, and probably i will have to do it, but isn’t there a way to make it through character BP? Using blueprints and not C++?
Or at least to scale the capsule non uniformly and rotate it?