Collision is not working between static meshes when using set actor location

Hello,

I am trying to make a throwable weapon in blueprint. I would like to be able to control the movement of it (to be able to customize it), so a projectile component is not the way I want to create it.

So far, I have it so when I click, it performs a trace, then moves the component to that location. Once it reaches that location, it then returns back to the character, even if the character has moved.

I do this by getting the direction vector of the original point and the destination point, and on each tick moving it on that vector, until it has reached the destination point. On the way back then I just get the direction vector between the destination point and character’s current location and move it on each tick. To move the actor, I use Set Actor Location.

I would like it so that if my component encounters any blocking object, it would generate an event for me. I have two types of collision, if the player collides with the actor (which currently works fine), and if the actor collides with any blocking object (which is broken). I have a static mesh component of a cube which I am currently using as a placeholder for a weapon. I have tried adding OnComponentBeginOverlap and OnComponentHit events for the cube component, but it does not seem to be able to collide with other static meshes. Generate Overlap Events is set to true, I’ve tried setting my collision to BlockAll, OverlapAll, etc. My cube does have collision enabled and is set to moveable.

I am working on the basic third person blueprint project. I am blocked from walking into the walls that my throwable weapon actor goes through.

My component structure is:
Scene > Cube > CollisionBox

I’ve been scratching my head at this and I can’t seem to figure it out. If anyone can help I would really appreciate it!

I am have the same issue, not sure whats causing it but its rather annoying.

I had the same issue and it took me several hours to resolve. I posted a similar question and found the solution. I uploaded a sample project file so you can see the collision.

Solution: UE4 Cube Mesh Not Colliding Using SetRelativeLocation