Trace Channel buggy in 4.11

Is there any known bug with trace channel in 4.11P5? They seem to be completely messed up here, I set one to block but instead another channel is blocked and the one that should be blocked is ignored…

Before I give more details I just want to know if this is already a known bug, if so I can avoid writing more :slight_smile:

Hello,

I did some digging and with the information given I was not able to find a known issue in our bug database. That being the case, could you answer the usual questions?

Usual questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed set of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved?

Thanks Rudy.

I have not tried to reproduce this issue in a clean project, but I have seen others mentioning similar issues here on the answerhub, just search for collision issues in 4.11.

I am just having a mesh placed in the world, like a cube. Then I set the collision to custom and tell it to block one of my custom trace channels, called “Channel1”. I also set the Cube to ignore trace channel “Channel2”.

Now in a blueprint I just use a regular trace to trace against the object, and for the trace you can select which trace channel to use, I select “Channel1”.

The result is that If I trace with “Channel1” against something that blocks “Channel1”, the trace is actually going through the object and not hitting it.

if I then trace with “Channel2” instead, the trace is hitting the object, though it should not do it because the object is set to ignore “Channel2” traces.

I guess it is probably that the custom trace channels created in earlier versions of the engine don’t work correctly in 4.11. I have created these trace channels in 4.6 or 4.7 or 4.8. In 4.10 everything worked fine.

I was unable to reproduce this issue on our end. The actor that I used appears to be ignoring and/or blocking the channels as expected. Could you try using the hit result to return the actor name that you are hitting to make sure that the correct actor is blocking the trace? I notice that if I set the channel to block by default that my pawn will block the trace.

Have you tried creating the trace channel in older versions and then update your project until you are at 4.11? The channels I use are set to default Ignore. So only the objects where I set them to block will actually block them.

And yes, I have enabled the debug for the trace and then you see a point being drawn where the trace hits something. And I have tested it with different actors, I first noticed the issue on a landscape and then later tried regular cubes placed in the world.

Hello,

I ran a few tests and in a couple of them I tried updating from older versions but was not able to reproduce this issue on our end. Are there any minor details that may have been missed when trying to provide steps to reproduce this issue?

I don’t know. I just see that the collision that was set up in earlier versions does not work correctly in 4.11. If I create a new project in 4.11 then all the collision works fine.

Could you provide the project that is experiencing this issue so that I could take a closer look?

Hello,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.