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Sweep only works with the Root component?

Days of work to isolate that issue. Title says it all, Sweep on Set Actor Location or Add Offset will work on the ROOT component ONLY!!

That's quite terrible, my BP is composed of multiple StaticMeshes, and only the root will collide with the player (very fast moving object).

Am I doing my setup wrong? Is there an option i'm unware of? Or is it by design (if so, a note on the sweep tooltip would have been much appreciated)


Product Version: UE 4.7
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asked May 28 '15 at 05:13 AM in Bug Reports

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avatar image Vahid Jul 12 '15 at 08:29 PM

I Have this problem too

avatar image GreenHowitzer Jul 04 '19 at 12:46 AM

The first person toolkit for free this month cannot function properly without this engine feature to cascade sweep to each child of a rootcomponent actor in a blueprint.

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4 answers: sort voted first

I had this problem, found this thread and decided to write a function that solves it

It calculates the offset between the current and desired root transform, sweeps all children by that amount, finds the shortest sweep time, puts the children back where they were and moves the root by the original offset multiplied by the smallest sweep time

May be useful for other who had this problem, feel free to optimize it

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sweephierarchy.png (258.9 kB)
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answered Aug 05 '16 at 03:02 PM

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avatar image Genova Aug 05 '16 at 05:25 PM

Yeah I did something similar. It's a shame to have to rely on such unoptimized workaround though. At least there is a solution :)

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Hi Genova,

Thanks for the report! I was able to reproduce this in 4.7.6 as well as our main internal builds, and I've entered a bug report for the issue (UE-16309). If it is determined that this is by design, I will enter a feature request for an option to be included in components. Thanks!

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answered May 28 '15 at 08:18 PM

avatar image Genova May 29 '15 at 02:07 AM

Hi Ben,

Okay great. I'll be eagerly waiting for an answer :) i'll postpone my massive fix then :)

avatar image phantasie17 Jul 08 '15 at 11:27 PM


Following up on this since its been a few months and its impacting us too (and seems like a pretty important feature).

Any updates?

avatar image Ben Halliday STAFF Jul 09 '15 at 02:53 PM

Hi phantasie17,

No update yet, but I've emailed the developers about it. I'll let you know if they're able to provide any additional information. For now, using a collision component as your root that encompasses the entirety of the Actor in the world is the only way to use sweep with Set Actor Location. Thanks for your patience!

avatar image zeroexception STAFF Jul 09 '15 at 06:20 PM

This is something we want to do and it's on our feature wish-list, but it's not scheduled in the near term right now.

avatar image Genova Jul 09 '15 at 08:37 PM

Shoot... That's not really a good news for my project. Those blueprint i'm using are randomly choosing among several static meshes to spawn obstacles. I didn't want to have a blueprint for each individual possible obstacle (which would be around 50 T.T )

avatar image Genova Jun 23 '16 at 03:07 PM

Hey Zak, i'm doing some follow up on that topic. Has there been any progress ?

avatar image Sean L ♦♦ STAFF Jul 11 '16 at 05:27 PM


This is something that the developers have decided not to focus efforts on at this time, as they are currently focusing on high-priority crash and showstopper bugs.

Have a great day

avatar image GreenHowitzer Jul 04 '19 at 06:00 PM

then why did you make the first person adventure toolkit free this month knowing you ignored an issue that makes it not work properly. ??????

this is kinda a showstopper as I can't show my game with players flying all over the scene because of drawers hitting them.

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WAI. RTFM: USceneComponent::MoveComponent's bSweep param.
Source (v4.23): /Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h.

Only the root component is swept and checked for blocking collision, child components move without sweeping.

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answered Jul 08 '19 at 07:15 AM

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avatar image GreenHowitzer Jul 08 '19 at 08:16 AM

I need this function to work properly without this engine feature to cascade sweep to each child of a rootcomponent actor in a blueprint the drawers will just clip the player. Sweep should fix drawers clipping and throwing player around the scene, if only sweep worked for children of root as it should. https://issues.unrealengine.com/issue/UE-16309

is there a way to edit this code to allow this?

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Yes, when moving only the root component will be used check for collision, this way to improve the performance. I'm not sure but when you disable the root collision i think it will use the children collision to check.

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answered May 28 '15 at 08:59 AM

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Duncan Dam
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avatar image Genova May 28 '15 at 02:13 PM

Yeah makes sense to want to save perf here, though we have many options to increase collision detection at the cost of perf. So, unless i'm missing the option to change that behavior,

I'd like it to be available. It doesn't make any sense to not have it.

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