diff --git a/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp b/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp index a13dd0159039c96c7e9c7c43f0351ce572858814..b565b58a43154ece41c681a371434770e5171d60 100644 --- a/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp +++ b/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp @@ -342,6 +342,10 @@ TOptional<FVector> UCollisionHandlingMovement::GetOverlapResolveDirection() cons { TArray<UPrimitiveComponent*> OverlappingComponents; TArray<TEnumAsByte<EObjectTypeQuery>> traceObjectTypes; + + // Ideally we would overlap with ECC_Visibility, but there is no object type this can be converted to that I know + // of. This returns everything, even triggers etc that are *not* visible, which is why we further check for a + // visibility trace and blocking hits. traceObjectTypes.Add(EObjectTypeQuery::ObjectTypeQuery_MAX); UKismetSystemLibrary::CapsuleOverlapComponents(GetWorld(), CapsuleColliderComponent->GetComponentLocation(),