Collision filtering on the destructibles

I have problems with destructible/skeletal meshes collision and overlap events.
Some of the settings just don’t work with destructibles.

An example - a destructible wall that I’m using has the default collision presets applied:

4341-wallsettings.jpg

I needed to modify my character’s collision settings slightly to make him collide with the wall:

characterSettings.JPG

So I wanted to create a projectile that would be launched into the destructible, and when it crashed into it, it would generate an overlap event in response to which I could do something.
So I spawned a blueprint of an actor with a SkeletalMeshComponent and a ProjectileMovement component in it.
Initially I set the skeletal’s component’s collision filter settings to the exact same as for the character, thinking “ok, even though it’s not a Pawn, this one’s been proven to work”, and placed the blueprint on the level.

I also created a simple blueprint that whould output a debug message on screen in response to an overlap begin event.

As you can imagine nothing happened, even the blueprint debugger didn’t show any signal flow on the latter, which means that the overlap wasn’t recorded when the actor was passing through the destructible.

So here’s the thing - how come do the same collision filter settings work for one component of one actor, and don’t for the other?

Hope someone will be able to explain.

Btw - I tried debugging what’s going on, but it’s very difficult to come up with any debugging scenario for a case where something doesn’t collide, because:

  1. the code is called every frame, and the time keeps on flowing - so you pauset he execution for a while longer on a breakpoint, and your body ends up far far away in the next, 'cause so much time’s passed.

  2. if there’s no collision, then there’s no collision - o the context doesn’t change in any way when my body passes through the destructible in any way that could let me set up a conditional breakpoint.

I was analyzing the GeomOverlapMulti, which seems to be at the heart of USkeletalMeshComponent::ComponentOverlapMulti.
So any pointers as to the debugging strategy of such a problem would also be appreciated.

Thanks,

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

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