I have a blueprint with two objects in it like so: a foundation piece and an air storage tank on top of it.
The screenshot above shows the lines that are rendered for the foundation piece when you show collision in the editor (“Show” button and select “Collision” from the menu).
Right now, we’re seeing that hit-testing (via GetHitResultAtScreenPosition()) doesn’t work with the foundation specifically because it has collision geometry, and this seems to prevent it from working.
The hit testing passes right through the foundation piece regardless of whether we pass in true or false for “bTraceComplex” and regardless of which version of GetHitResultAtScreenPosition() we call or what combination of ECollisionChannel or ETraceTypeQuery flags we use.
The collision for this piece is in UCX_rendermeshname_## format per unreal documentation.
A similar foundation piece with identical geometry does work because it uses the render mesh for collision instead.
Why might this not be working? If the Unreal editor can render it as in the screenshot above, it clearly knows that it exists; why is it not colliding properly?