Sorry but I don’t no how this feature is actually named. I’ve made two blueprints that procedurally generate static meshes and do some stuff with them. The one is a ‘Table’ and the other is a heap of ‘Books’. When I place ‘Books’ blueprint (in the viewport window) above the ‘Table’ blueprint and press ‘End’ key on my keyboard, ‘Books’ fall through the ‘Table’ instead of being placed on the surface of the ‘Table’.
The actual static meshes of the ‘Book’ and the ‘Table’ do have collision models. When I place a static mesh of the ‘Table’ (in the viewport window) and the ‘Book’ blueprint above it, hitting ‘End’ key works as expected.
Hmm I could not repro this in a simple test case. Here is what I did
Make new Actor BP
In construction script, “Add Static Mesh Component” using “EditorCube” as the mesh
Placed one instance in the world
Placed another instance of the same BP above the first
Hit END and the selected BP moved down to touch the first. But note that it moved it to the height of the selected BP not at the minimum height of the static mesh in the BP.
If I instead place a regular static mesh (same EditorCube) above the Blueprint and press END, the cube stacks on top of the first as if they collided.