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)
asked May 28 '15 at 05:13 AM in Bug Reports
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
answered Aug 05 '16 at 03:02 PM
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!
answered May 28 '15 at 08:18 PM
WAI. RTFM: USceneComponent::MoveComponent's bSweep param.
answered Jul 08 '19 at 07:15 AM
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.
answered May 28 '15 at 08:59 AM
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