AddActorLocalRotation sweep doesn't work

The sweep option in the AddActorLocalRotation function doesn’t work (in both blueprints and c++). The collision geometry penetrates through objects when rotating.

I’ve attached a simple test project (just generate the visual studio files and build the project). Press W and S to move up and down, and A and D to rotate ccw and cw. When moving up and down, the collision works properly. When rotating, the pawn just rotates through the ground.

Hello,

After investigating this issue, I was able to reproduce the behavior you were experiencing. We have a bug report in our system (UE-3158) that is related to this issue, but the developers have decided not to implement this feature at this time. Thank you for your report.

Have a great day

Thanks for the info on the other bug report. Looks like collision detection for rotating objects is difficult to implement, and the known solutions require expensive calculations. Is there a known workaround/hack that is used at Epic? I’m sure your game developers occasionally need collision detection for rotating platforms, characters, etc. I suppose I could just use a sphere shape for collision detection to avoid the issue, but maybe there’s a better solution like using multiple collision shapes, ray casting, or changing the collision shape during rotation? I don’t need the collision to be super accurate. I just need my rotating character to stay far enough away from walls and objects to prevent penetration of the geometry (but not too far away that it feels awkward).

Currently, there aren’t any workarounds that I’m aware of. If you look at the post linked below, James Golding provides a bit more information as far as how you could attempt to accomplish this.