I already check online and see a lot of post from 2014, 2015, it seems like we can’t change character class blueprint collision except changing c++ ourselves?
I am trying the TopDown GameMode template, and I try to replace the mesh (Manny) inside the BP_TopDownCharacter to a sport_car mesh.
I successfully change it but I want also want to add a new box collision to simulate a car, but it won’t work, the car still go through object until it’s center (the original collision) reach the object.
But somehow if I enable the object’s Simulate Physics option, my box collision seems to work with it, the vehicle can actually knock up those object correctly, but I don’t want my vehicle to knock up a wall, but to stop right there.
Is there a solution for me to have the box collision work with my character class blueprint? Or the only way is to customize a Pawn class? If that’s true how can I make a pawn character work well with the TopDown gamemode template?
There is no reason you shouldnt be able to use a box collision. On your character make the box collision the root and add the car to that, make sure the box collider is larger by just a fraction of the car.
But that said your car SHOULD have collision enabled on the mesh which is the better option.
In the asset browser double click the car asset and check.
Im on my phone right noq so dont have a link to a tutorial on mesh collision set up but a quicl google should get what you want.
Hi, the root of BP_TopDownCharacter from the TopDown template can’t be changed, it said that it is inherited and cannot be replaced, I have already enable collision on the mesh, I set both mesh and box collision to BlockAllDynamic, I also try BlockAll, I don’t know I am missing anything, Thank you for replying!