I have a “pickup” actor, specifically a flashlight simulating physics. The actor contains a skeletal mesh and a collision sphere for overlapping events. However, when the player moves to the “pickup” they collide regardless of the settings. I want the player to be able to walk through with affecting physics on either actors.
Moves on collision. Though, if player is still, it can roll through.
Unfortunately, that doesn’t change anything. I’ve tried to change the collision properties of the sphere and the pawn(player), but I get the same issue. I have noticed however, that this only occurs when “Generate overlap events” is set to true.
rjvm said the right thing, you misunderstood him. Your BP has multiple components: Scene, Mesh and a Sphere.
I guess the sphere’s purpose is triggering an overlap. so drag it beside the mesh (so it’s not a child of the mesh) and change it to overlap (no block).
You then can set your mesh to block with the world, to prevent it from falling through the floor.
Depending on the purpose of the objects, it’s easiest to set all but one to “ignore all” and enable collision just on one of them.
PS: I think “scene” makes the stuff just confusing and might lead to wrong settings. drag the Mesh over the Scene to replace it, you don’t need the Scene.
This post on the Epic Blog explains how collision works and why you still collide when you set the flashlight to ignore everything without changing the channel.
It should. you may need to change the skeletal mesh’s physics/collision settings to ragdoll or physical object. It really depends. Also, physics operate more predictively when your player pawn only has one set of collision (the capsule) being taken into consideration. I noticed my player mesh interacted with physics objects erratically before removing collision for it all together.
The problem is not about physics configuration, you are using a default character implementation, that contains its own collision handle inside of CharacterMovement component, you have to disable the EnablePhysicsInteraction inside of the component