Hi all, I have hit a minor brick wall with regards collision in UE4, I have 2 static meshes in a level, the StarterContent mesh (Wall_400x300) and a simple blueprint pawn with 1 static mesh… 1M_Cube_Chamfer. Both static meshes have a simple collision. The wall has been modified to BlockAll and the 1M_Cube_Chamfer is set to WorldDynamic.
In my level BP I get a reference to the BP Pawn and move it using SetActorLocation (see attached image).
I would expect the movement to be blocked but the BP Pawn can freely be moved into the wall.
I have read the Collision docs but cannot see why this movement is not being blocked:
I have attached the static mesh collision settings for both the wall and chamfer cube.
HI @ClockworkOcean, many thanks for replying. My apologies for a delay, I have been away on holiday for 2 weeks.
I did try setting this option which did solve the problem for these provided meshes in the starter content.
My new issue is that when I have an actor made up of multiple static meshes, with the base static mesh as the root component of the actor, the collision settings of the child static meshes do not work… or are not observed.
I am currently trying to understand how to generate collision settings on a single model using Blender 2.8 to see if I can fix it that way… but now having to learn Blender
If you’re gonna make an actor from multiple meshes it’s much easier to do it in a BP, that way you can just also make a custom collision volume and put it where you want…