BUG: Destroyed actors (via lifetime or destroy node) sent to 0,0,0 for a frame-causing collision
Unreal engine Version : 4.7.5
I can currently work around this by setting the object in question to disable collisions before being destroyed, however I can imagine much great problems possibly occurring if an object with actual collision (And not just overlap detection) would try to push itself into 0,0,0 when another object was there. Additionally I don't want to have to go through every single actor adding unnecessary nodes making sure to disable all collisions upon being destroyed just to try and avoid any of these situations when it shouldn't be an issue.
In-case it's of any significance I only have a sphere collision attached to the triggering object that's being destroyed.
I'd greatly appreciate such a hazardous and unforeseeable bug being resolved whenever it's possible.
asked Apr 25 '15 at 12:47 PM in Bug Reports
I was able to reproduce this and have entered a bug report, UE-14656 to be assessed by the development staff.
answered Apr 29 '15 at 05:21 PM
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