Collision Component MUST be placed in root
This is such weird behavior + so bothersome when using inheritance that I assume that this is a bug. I mean we have like dozens of collision-settings but not adding a random collision-component (doesn't even have to be the one you will be using) as the root will break ALL collision-checking for this object except for pawns.
After taking a look at your setup, I do not recommend this workflow. What you seem to be doing is attempting to use the static mesh from the original blueprint, but use a different collision for it. If you need that level of alteration, I'd recommend using a completely new blueprint, or setting up the base class so that it is as bare as possible except for maybe some very simple functionality.
Let me know if you have any further questions.
Have a great day
answered Apr 22 '16 at 08:13 PM
Sean L ♦♦ STAFF
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