Hi all.
I don’t know if this is a bug or just a feature which isn’t supported in Unreal, but I desperately need for collisions to work on a moving mesh - specifically if you are standing in front of the space which the animated mesh is just about to occupy. From what I can see the collision seems to be completely absent all the time the object is moving - but, even worse, returns just as soon as it stops moving - trapping the player inside the mesh.
I enclose some sample frame captures of the character standing inside a wheel object which moves on a 3 second pulse (shifting to the next position for a second and a half then holding there for the same duration). As you can see the character is wholly absorbed into the mesh to the extent of dangling without gravity for a few seconds. (The character has render custom depth so that you can see him through the mesh)
I suppose this question might additionally be rephrased as “how do you get an animated static mesh (i.e. platform, wheel, etc.) to push the player out of the way?”, but I have seen that question asked on a couple of occasions, with no satisfying answer - and in my case the mesh moving the character is incidental to what I want (I’m not trying to make a car crusher - or whatever - I just want my game to NOT be broken). There are so, so many occasions when this might prove a problem in a game - I can see players getting caught in doors, jammed in moving platforms dangling over lava pits, etc. This is a real problem.
Does anyone possibly know if Epic has plans to fix this? or if there are any workarounds?