Why do characters threading up when the door is spinning

HI,when the door is rotating, the door will pass through the NPC model, I don’t quite understand, I have attached a collision to the door, and when the NPC model is moving, the rotation of the door can correctly block the NPC model, can someone help me solve this problem? Thank you so much.
2022-12-06 153729

Two things to check

  1. Is the collision actually on the moving door?

  2. If this is the case, then why not keep the door blocked, until it’s actually open?

@ClockworkOcean Perhaps it’s a situation where the timeline time is very short and the door rotation is so abrupt that the collisions overlap having it skip the collision test (like fast moving bullets), then the character gets stuck on the door collision box?

Perhaps enabling “continuous collision detection” for the door or a longer timeline for the rotation could fix it?

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Could also help.

I have noticed though, that as a player character, it’s possible to walk through some moving objects… :slight_smile:

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Hello, I’m not quite sure why there is this difference, I set their collision to be the same, and then one will not be passed through by the door, and the other will still be passed by the door, only when in motion, it will not be passed through by the door
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Hello, I changed the movement time of the door to 10S, still could not be solved, still passed through the model.

Did you try setting the doors collisions CCD to true? (continuous collision detection)

Hello,yes, I have,the door

Go inside the timeline (double click it) and try changing it’s tick group. This should change when the rotation is calculated (try all of the options). This might put the rotation calculation in the right order compared to the character position update.

(I would need to build a prototype to check myself)

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2022-12-06 192957
Is this it? I tried each one and it doesn’t seem to work.

Not a perfect solution but I think it has less stutters.
I attach the character to the door after a box trace while the door is rotating and then detach it once the timeline finishes. (only on the side it pushes out)

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Thank you very much, I will try