The actor was not colliding with the box

this is what happens when the velocity is low it is working but when it is high it overlaps it.
I tried this with a different approach but still not fixed.

You’re actively trying to force the mesh to intersect geometry by using Add Local Offset. I don’t think this is a good approach here.

If I wanted to make a reliable paddle, I’d create a Pawn with a Floating Movement Component and utilise Movement Input. You’ll get superb collision results in most cases. Consider it. And additional (yet optional) functionality the component offers.

So a Pawn could look like so:

And controlling it:


It will just use geometry of the level, no need to punch in fixed values. If you manage to break it, do tell!

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