Why does my character get stuck in the other one?

In the situation below, adding a cylinder and then walking toward another character causes them to get stuck differently than without the cylinder. Is there a way around this?

Extend the radius of the capsule collider and turn off collision for pawns on the cylinder.

The only way you could get the cylinders to not get stuck would be maybe by turning on CCD on them (continuous collision detection), though it is not very performant.

Most character clothes / items should probably have turned off collision and just be visual representations.

You could also have the situation where 2 characters spawn within their own collisions. If so just add a second “player start” and set it at a far away distance so that the 2 players do not overlap.

Thanks for the reply. I’m now looking for a way to make a cylinder that increases in size sideways with SetWorldScale and returns the Impact Point, but when I do that, the Sweep Result only returns zero. I don’t want to do this with Event Hit because it apparently only works when the character is moving. And I forgot to mention, but I’m using this “trick” I learned in this video: (sorry for the English mistakes)

You cannot have any collision on the character either added or attached that blocks the capsule component. Only the Capsule component itself should technically block anything.