[BUG] Static mesh collision stays after moved or destroyed

I am trying to move or destroy static meshes (and also BP containing static meshes) in my game.
When it’s moved (via set actor location, set actor transform or teleport) the object moves but there is a “ghost” collision from the old location. It is not updated. I tried to deactivate collision, move and reactivate but it doesn’t change anything. Simulate physics also creates the same ghost collision sometimes.
The “player collision” view mode in the editor shows that collisions are where they are supposed to be, but they aren’t.
My character has a strange collision reaction on the “ghosts”: it trembles in small bounces…
When I try to to destroy a static mesh it doesn’t work at all.
It is really annoying. I am using the Mac version 4.6.1.

Any idea to resolve this?

Hi ,

I am having difficulty recreating the issue on our end. Can you provide some simple, step by step repro steps so I can create the issue here in order to report this as a bug or offer a possible solution.

Thanks

Hi ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you

I get this all the time as well.

If I place a blueprint with a static mesh component, then destroy the instance of that blueprint that I’ve placed in the level, the mesh destroys but its collision remains.

Happens on multiple blueprint examples I’ve created.

I suspect this has to do with the fact that the static mesh component I am using in the blueprint has a component of its own. When I remove that component, the object deletes just fine. It’s unfortunate that it won’t with the sub-component, but at least I have a workaround.

Hi Obiwankabg,

I was not able to reproduce this in UE4.11.2 following these steps:

  1. Open Twin Stick Shooter template with Starter Content
  2. Add chair from Props and place on “T” in “Twin Stick” label in game (to find collision after static mesh is deleted)
  3. Play to test collision is present and working
  4. Stop and delete chair static mesh.
  5. Play and maneuver ship over “T” where residual collision should be
  6. Result: collision is not present
  7. Add “Blueprint_CeilingLight” (BP with static mesh component) to level on “T” like before
  8. Play to test collision is present and working
  9. Stop and delete “Blueprint_CeilingLight”
  10. Play and maneuver ship over “T” where residual collision should be
  11. Result: collision is not present

If this is not an accurate reproduction of the issue, please list the steps to reproduce the bug on our end, in the above format.

Thanks for the feedback,

.

Hey , thanks for looking into this.

When you are deleting the object, are you doing it via blueprint? Sorry if that part was not clear. You need to use the “Destroy Actor” node. Doing so will only partly destroy the object. At least on my end. :wink:

Here’s my set up (I swapped out the lamp static meshes to the chair and the table where I could see their collision clearly):

Can you recreate the issue with Starter Content props?