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    #16
    Mons you are correct on the collision for the wheels. As the physics asset prevents the vehicles from falling through stuff and it determines how far off the ground the vehicle is also, if its a wheeled vehicle.

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      #17
      You can use other types of collision in the Pawn, however, it will basically work like ****. Most everything uses cylinders for human like collisions, because it is far cheaper to do so than most any other method, and has the fewest problems with other stuff.

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        #18
        @Blade - only a cylinder works for the pawn.

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          #19
          I thought you could also use spheres?

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            #20
            Isnt cylindercomponent the only basic collision primitive from within UScript?

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              #21
              Originally posted by ambershee View Post
              @Blade - only a cylinder works for the pawn.
              That's not true at all.

              http://www.youtube.com/watch?v=e4RywFstc58

              uses a rectangular pawn, with a StaticMeshComponent as it's collision component. And, it's even in PHYS_Walking.

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                #22
                It doesn't however use a skeletalmesh. I seem to recall a thread not too long ago where someone was trying to create a snake like pawn and the collision could not be set up for it appropriately.

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                  #23
                  There is a requirement that Controllers have a cylinder collision (or at least there was several months ago).

                  Setting up a collision on a snake-like pawn would be a serious pain in the ***, and might play hell with walking physics, but it should at least work, I think?

                  Using a Physics Asset for collision might work for something like that, but physics assets are rather expensive.

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                    #24
                    For the snake-like pawn, take collision off it completely, then attach an invisible mesh to it with the collision properties you want. You'd have to write your own TakeDamage() function on the mesh that passes the vars on to the pawn though.

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