Hey All!
I’m having an issue with a sphere component defined in C++ not having rigid collisions. Essentially what I have is a sphere attached to a character RootComponent, which has its collision profile set to “BlockAll”. The spheres radius is also larger than the radius of the RootComponent, so it should collide with things first. However, the editor allows the Sphere to pass through things, and then collides on the RootComponent. Curiously, if the SphereComponent has “Simulate Physics” set to true, then the sphere will collide with stuff, but that also includes the RootComponent so the sphere detaches and I can kick it around like a soccer ball (with normal collisions). Any idea why all this is? I would like the sphere to act like an extension of the characters hitbox: if it bumps into a wall, it stops the character before the root component hits it. I’ve included screenshots of stuff below:
My Character Blueprint, showing the collision settings:
A screenshot in gameplay, showing the sphere clipping through a wall (if you look closely, the upper red line is the sphere and the lower line is the capsule. The sphere goes through the wall, while the capsule stops at the wall.):
The code constructing the sphere (some of the settings are commented out so I could test them in the editor, this code is inside the character class constructor):

Any ideas why this sphere doesn’t have collisions? All help is appreciated! I am using UE5, but for something like this I don’t think its any different then UE4.
PhanTom

