I have an issue with pawn not having collision detection. For exemple I have 1 main pawn, and a second one. I can move from one to an other with a key.
But if I unpossess one of the pawn while inside a collision box, unreal think the pawn left the box (while it’s visually still inside) and fire an end overlap event.
Same for moving platform, for example elevators, if I unpossess my second pawn and move the platform, it will pass through the character.
(I did something with attaching the character to the moving platform, but when I possess once again this character, he jump like he is trapped inside the geometry).
I can’t seem to find a solution to this problem anywhere else, because most people have only one active pawn controller.
Thank you for the answer. It’s quite an odd problem and it’s seem to be linked to the engine. I need to use a lot of tricks to sell the illusion.
AI controller can be a good idea actually, I’ll try that
Hello @Dann_Ly ,Welcome to the forum.
If using an AIController doesn’t solve the issue, could you share your setup? That way I can try to replicate it in my project and look for a possible solution to the collision problem.
This is correct. An unpossessed character (character class w/CMC) has absolutely zero interaction with the world. The Capsule component goes dormant and moment mode is set to none.
As you noted possessing with an AI controller is the proper approach when swapping between pawns. With overlaps there may be a need to re-sweep do to unpossession ending overlap.
Possession should be handled by the Game mode.
Game world will need a Nav Mesh Bounds Volume as well.
We do a bunch of character switching in our apps. We have all characters ignore collision with all other characters at BeginPlay(). Pretty simple way to do it.
By default characters do collide with unpossessed characters.
Okay so I couldn’t get the AI to work. It’s controlling the pawn but the collisions doesn’t work.
I find another way but it’s really a trick and does not work for all the scenarios.
I simply have my moving platform as Static mobility, and when it has to move for example with a timeline, I simply set the mobility to Movable for the platform. And I kept the “attach pawns on the elevator while it’s moving” thing.
The thing is I can’t un possess on the platform while it’s moving, so it’s changing the gameplay a bit. I have to wait for the elevator to stop moving.
I’ll have to find other tricks for my other puzzles (pistons etc), or simply remove them :’(
I was not expecting so much trouble for simply switching pawns.