Spawn Actor from class with mesh collision

Can any one shed any light on this for me please?
base project: flying project
I have the pawn from the flying starter content and I am spawning from class an actor and attachto scene component inside the pawn which works ok however the mesh inside the actor i am spawning has a collision setup and i have set the actor to blockall yet the air craft doesn’t have any collision applied and the wings will pass through all geometry

structure
MainCraft(Pawn)> AirCraft (BaseActor) > Spawn Actor (BaseActor children) > aircraft Mesh(Collision)
there is a collision on a sphere inside maincraft but the mesh collision isn’t colliding once spawned

So basically i have the maincraft which flies and i can swap the actor inside it to show 3 different aircraft using1,2,3, key press which works fine but how do i get the mesh inside the spawned actor to keep its mesh collision so the wings collide with objects and not just the sphere inside the maincraft pawn?

I have supplied some images below. Any help and assistance in trying to understand this will be greatly appreciated
as always cheers…




Can any one please let me know what to do to answer the above question or if i have to change the bp so that the mesh has collision being controlled by pawn?

Any admins answer this… I see a lot of peeps have looked at the question but no replies and i don’t want it to go unanswered like some of my previous posts… hello any one there! is there any help available…hello! i guess another unanswered post looming! [redacted]

Hello ,

I’ll be happy to look into this issue for you. Please avoid bumping your post without waiting for a few days with a response, the first one was fine as there was quite a bit of time.

From what I’ve tested so far, the only way I’ve gotten collision to work with the attached mesh was through setting Simulate Physics to true on the mesh. The only problem with that is that it tends to ignore the attachment. I’ll be looking into it more and let you know if I find out anything.

thank you for your response much appreciated i will have a go at this with Physics and look forward to seeing if you find anything else out cheers

i have had a go at this and it didn’t work, the mesh disappeared when i checked the physics box and when i assigned the mesh to have physics in the bp the mesh was visible but detached from camera? meaning i could fly away from it

It seems that the issue may be with the flying pawn itself rather than your method. The way that the flying pawn calculates movement doesn’t allow it to factor in any additional collisions other than the root when colliding with static objects. It will allow the attached mesh to push objects that are simulating physics however.

It may be best to set up different blueprints for the various aircraft that you have as pawns with all of their own components. This way you can possess the one you wish to use rather than attempting to spawn the actor and attach the mesh at run time.

Unfortunately, as far as your current method goes, this is working as intended at the moment.