Stop character mesh from stepping on objects that don't have collision


Hello everyone,

I have a few actors (the gun on the ground in the screenshot) that I do not want to have collision with the player character mesh. While collision with the player capsule component works as intended (meaning there is none and the capsule just passes through the actors), the character skeletal mesh decides to “leave” the capsule and step onto the actor (either with one foot or both feet) as can be seen in the screenshot.

How can this player character mesh stepping onto things it should’t collide with can be fixed? I would like it so the player mesh simply passes through those actors?

Thank you!

There’s a flag called “can character step up on” that you need to clear for the actor.

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Is that going to be respected on visual only IK driven stuff though?

The fact the char is out of the sphiel should mean this is a result of a bad foot Ik system…

Setting this flag to “no” for every component in the actor changes nothing. Afaik the flag is supposed to be for something else.

As you can see the actor has a collision box around it that is set to ignore everything except for blocking Visibility. That is why the foot IK is not working properly I think. I need the box collider to check for linetraces though. Is there a way to have box working at the same time?

What I’m saying is that your “stepping on” is a result of IK and nothing more…

Yes I get that, but how can you fix that?

Setting a collision box to “block visibility” makes it block everything that isnt invisible. This means that even if all other boxes are unticked, it will still collide with your mesh. You could use a separate collision layer to receive raycasts, e.g a custom one from the project settings. Disabling “step up on” also has to be done on the actor that your player is stepping on, not on the player.

Collision capsule of the player shouldnt be responsive to visibility anyway.
Use the defaults.

Player Mesh shouldnt have any collision unless you are doing something special with physical movement component.

Gun blueprint mesh cannot have any collision.
Or it will interact with character capsule when you equip it.

When you drop a gun you acrually just drop a static mesh copy of it.
The collision on that should likely be the same as the character capsule.

And yes, that does mean that the character capsule would “hit” it.
Thats fine. Normally you do other things like pick up and equip ammo/the weapon, so you need that interaction.

Simply create a proper mesh model of the gun to drop, and give it a collision hull that makes sense.

Otherwise, for more complex interactions, you use collision channels and set things up however you need.