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Colliding with Blocking Volumes

I have a pawn that now has a Sphere Collision as root, physics and collision turned on.

To move my pawn around i'm setting it's position on event tick, based on current speed and delta time.

Can't get it to collide with blocking volumes.

The current hierarchy is needed to make a few animations work, but if we can't get physics to work we might have to throw it away, any suggestions are welcome.


On the gif i'm moving forward to a trigger that Moves a blocking volume right behind the ship, the spring arm adjusts it's position accordingly but no collision is made with the ship.

Product Version: UE 4.13
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asked Nov 07 '16 at 01:17 PM in Blueprint Scripting

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So, I managed to fix my problem, not sure if these are the correct steps to fix everything but a few of these might do the trick.


First, I changed my root component to a box collision (sphere would cause the actor to rotate like crazy when colliding, changed it's size to be comparable to the static mesh's (it turns out the collision was so small it wouldn't work properly), also changed the sphere for a box collider because spheres rotate and on colliding the actor would spin like crazy.

Static Mesh

After doing this I managed to collide with my blocking volumes but the ship would steer weirdly to some side at random, I'm not sure why, but Root was colliding with the static mesh, even though the mesh had it's collision turned off, so I enabled it and changed to NoCollision.

root.png (944.7 kB)
static mesh.png (942.5 kB)
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answered Nov 08 '16 at 01:05 PM

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