Blocking means that the Actor
components will be prevented from interpenetration in the engine, and any collision between two primitive shapes will be resolved, and not overlapping, after collisions are found.
Begin with a UE4 project that has some objects with Actors having collision primitives attached to them (SphereComponents
, CapsuleComponents
, or BoxComponents
).
Open the Blueprint of an actor that you want to block another actor with. For example, we want the Player actor to block other Player actor instances.
Mark primitives inside the actor that you do not want interpenetrating with other components as Blocking those components in the Details pane.
When objects Block one another, they will not be allowed to interpenetrate. Any interpenetration will be automatically resolved, and the objects will be pushed off each other.