Collisions not working after Package and Build

For some reason after I package and build my game for Windows or Android (I’ve tried both platforms) my “ActorBeginOverlap” events aren’t firing. They work totally fine in the editor, but after the “Shipping” package they’re not working at all. Anyone know why this could be?

Hey Wilkinsbud,

I have set up an ‘onactorbeginoverlap’ event in my game and packaged it as shipping for Windows. All functions of the game worked appropriately. Could you please elaborate on the issue that you’re running in to? Please also post a screenshot of the blueprints you’re working on.

Thank you!

Hey again ,

So in my extremely simple game there are objects that slide down the screen and the player must control a pawn to collide (overlap) some objects and avoid others. Beneficial objects add to the score, and detrimental objects terminate the game. In the editor this works perfectly, but after I package and try to play the game the objects just slide right past the pawn and none of the events fire. It’s like the collision settings on all of the objects and pawns get turned off during the packaging process or something.

Here is a screenshot of my overlap Blueprint:

Nothing really customized, just the default “ActorBeginOverlap” function. Both actors have the same collision settings:

I’ve also tried setting them to the default “overlap all” and “overlap all dynamic” settings. All provide the same result.

Thanks so much again for the response!

Hey,

So I set up a similar project and had the collision settings the same. When my character overlaps the static-mesh of the object, I set it up to change the material of the object. This worked as intended. I then packaged the project and it no longer worked.

Thank you for finding this bug, I have submitted it as: UE-19597

If you have any further questions, please let us know! Have a great day!

Was this issue fixed? I have the same problem in 4.9. In fact some of my VFX are not showing up as well.

UE-19597 was closed as invalid.

Our Developers have stated that the actor on begin is working correctly and triggers the blueprint correctly. The issue is with the comparison in the blueprint. It’s comparing FirstPersonCharacter string against “FirstPersonCharacter_C_1” this is because the character is instanced in the real game and isn’t when you’re running from within the editor.

Thanks!

Im also having this issue. But it works in the editor without warnings. Whenever I package my project I get the warning together with messed up collisions.

Hi! I know I ask alot but Im still having a strange collision problem.

My spawned physics actors doesnt have the same collision as their base blueprint actor.

I dont change collision at all. I only select always spawn. The mesh and actor has overlap all but they block when spawned.

They overlap when placed manually but block other actors when spawned. This problem only occurs when packaging my project. No errors or warnings.

Thanks in advance!

PLEASE FIX THIS NOW, this is critical and very very bad, Im releasing a demo tommorow I need the collision to work…Ridicolous

, I think was saying that the name of the character changes in the packaged game so using ‘get display name’ and comparing it to what it is originally called will fail when you package your game.

Rather than using ‘get display name’, I tend to give the component a tag, which can be found near the bottom of the components details panel in your blueprint, then using ‘get tags’ or ‘has tags’ depending on whether you put more than one tag into the component. The image below shows what I said.

This doesn’t sound like the same issue as the OP then.
I’m just an average , but may I ask where you are spawning the projectiles. If they are being spawned and they instantly overlap something, the function could be changing its collision.

Yeah but Im just checking Hit and Beginoverlap events and want actors to get projectiles to get destroyed when they hit a wall, this doesnt work in a packaged game not even with onprojectilestop > destroy actor. THis works perfect in the editor.

This must still be a bug?

I also have the same problem.

I have this exact issue in 4.21. Physics work fine in editor, but not in packaged build. Project is completely halted until we find a solution.

I’m not using display name, i’m comparing a reference to the player and OtherActor. Still a bug, always has been and you know it.

Had the same issue, fixed by using tags instead of checking the display name. I guess any mention of the display name in the packaged project invalidates the whole ActorBeginOverlap branch, because printing text didn’t work either. The problem went away after replacing “Get Display Name” with “Component Has Tag”.