Why walls doesn't block the pawn?

I’m a newbie of UE. I don’t know why my paddle (a pawn) can move through the wall (a static mesh). In my ideal situation. The wall will block the paddle, won’t let it move through.
I have checked some tutorials, and I’m sure my setting is correct. Like [How to Setting Collision][1], [Collision Overview][2] and some examples. I thought my setting is correct and also tried some other settings, it still doesn’t work. If I check wall Simulate Physics, the wall will be knocked away.
Can anybody help me?

Runtime & wall Settings:

Paddle Settings (and I don’t know why if I check simulate physics, the paddle can’t move anymore):

Paddle Blueprint eventmap:

BlockAll generates Hit Events. If you need Overlap Event you muse set collision preset to Overlap

I have tried other collision presets like OverlapAll or PhysicsActor, but the paddle can still move through and doesn’t generate overlap event.

Do you have a collision on your Paddle pawn?

open the mesh, and look at the collisions, at the top of the editor there is a drop-down, select simple and see if you see a green wire-frame that indicates collisions exist. Then if they don’t select complex, then on the right set the collisions to complex and save, it will block every time after that.

I’m sure both paddle and wall have a collision. Wall use place actor cube and paddle use . I have checked there is a collision. And I follow your advice to set complex collision ( even though there is no need to do that ), it still doesn’t work.

yes. I use SM_Cube, and I have checked the static mesh, there is a green wire-frame which indicates collisions exist. I post the picture in the @DLROKen 's anwser.

Do BOTH of these meshes have a collision mesh? Block all will work - but only if they have a collision mesh actually added - note you can add a simple collision that does an ok job of very basic collision management. (Looking down the comments it seems you have already checked this on the paddle)…

The fact that it fails to move when you apply Simulate Physics suggests to me that perhaps you’re initial locations (transforms) are causing problems - it’s hard to know from what you’ve provided, but if the wall is being “knocked away” suggests it’s within the collision bounds of the wall which I assume isn’t what you want.

Good luck.

Do you have a separate collision channel? And no - simple collision should be enough for what you want… complex collision is ok for complicated shapes (eg people) but for what you want to do, it should be fine.

I agree that there is no need to use complex collisions. I just tried his advice.

I’m quite sure that both meshes have collision mesh ( one uses SM_Cube, one uses engine default place actor cube). And they are all set to BlockAll. wall mobility is Static, paddle is a pawn set to Movable, and it paddle can still move through. If I enable SimulatePhysics of that wall, the wall will be knocked away. If I enable SimulatePhysics of paddle, paddle just can’t move.

Movement components only care about the root element when calculating collision. Here the root has no collision.

347256-screenshot-1.png

  • either drag the static mesh there to make it the root
  • or add a blocking box collision at the root and attach the Static Mesh to it

That should be it.

1 Like

Ohhhhhhh, it works!!! Thank you very much.