Spline Mesh Collision Bug in Standalone
Spline mesh components do not behave consistently between PIE and Standalone when they can collide.
1) create a new actor. Leave its root as a scene root.
2) in its Construction Script, use an Add Spline Mesh Component node
3) configure this node to use any mesh (I've used two separate meshes of my own and S_Pipe_Spline from content examples).
4) Set the spline mesh to be created to MOVABLE, not static
5) Set the collision preset to BlockAll
6) Grab the output of this node and connect it to a Set Start and End node for spline mesh components.
Play in STANDALONE (not PIE) and you will note that you can walk right through the spline mesh. The one place it will block you is the place where the spline mesh WOULD have been, had you not set its start and end.
NOTE, you MUST deform the spline mesh to experience this. Because the collision improperly ignores the Spline Mesh's start and end, if you leave them at their default locations it will appear nothing is wrong.
Also NOTE, A Spline Mesh component which is part of the actor by default does not exhibit this behavior, even if set to movable, and a Spline Mesh component added by the construction script does not exhibit this behavior if it is set to static. It must be a movable spline mesh created with a construction script node.
Also note that when in PIE mode, the collision works fine, and even in Standalone mode the collision visualizer command will SHOW the collision in the correct place, even though the game doesn't treat it as such.
Thank you for the report. I was able to reproduce the issue in 4.9.2, however it is now working correctly again in our latest internal build. You should see it working properly in a future update.
As for a workaround, it seems to only effect the Standalone version. An actual packaged project is not affected.
answered Oct 06 '15 at 04:07 PM
TJ V ♦♦ STAFF
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