I've been wracking my brain over something I thought would be relatively simple - making a KActorSpawnable which has its own collision cylinder that detects the player entering it, so it can then be 'picked up'. I stayed up most of the night trying to figure it out but I'm stumped. Here is what I'm trying:
As you can see, I've set BlockActors to false and CollideActors to true, yet the cylinder doesn't seem to care and it will still block the player as if it were a wall. It also seems to disable the RB physics on the mesh itself.
Code:
Begin Object Class=CylinderComponent Name=CollisionCylinder CollisionRadius=+0034.000000 CollisionHeight=+0078.000000 BlockNonZeroExtent=false BlockZeroExtent=false BlockActors=false AlwaysCheckCollision=false CollideActors=false End Object CylinderComponent=CollisionCylinder Components.Add(CollisionCylinder) bNoEncroachCheck = false
Comment