Why is shield mesh pushing enemy characters and causing them to jump?

I have a shield mesh that is causing the enemy character to jump for some reason, and sometimes it knocks them across the map. I’ve got the video of the problem here: Watch Recording 2025-04-20 221756 | Streamable

Notice how the sword passes through the enemy, but the shield does not. These are from the same asset pack, and originally had the same collision settings. I’ve tried setting collisions to overlap all and ignore, but it still has not helped. Interestingly enough, the shield passes readily through the arms of character meshes, but not their bodies.

I’ve been trying to fix this issue for half a month, and if anyone can put me in the right direction I would really appreciate it.

Thanks for sharing this

Hmm, well technically it should have worked if you’ve set it to overlap when the attack animation is playing. Have you tried setting it to NoCollision during the attack?
Also, I think the NPCs use Capsule Collisions, right? I guess that’s why they go up into the air (they try to stand on the shield) so there’s definitely some active collisions happening. You could make the sword and shield a new object type, and make sure the NPC capsules ignore object type in collisions → I assume you are using physics bodies instead of the capsule component as hit boxes?
Physics Bodies in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community