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Child Actor Component Collisions are invalid and doesn't collides


I have a blueprint (child actor component) which is child of CHARACTER (root of character is capsule collision component). Child Blueprint contains static mesh with collision and skeletal mesh with physical asset set-up (both doesn't collide with "pawn" channel).

Problem is Child Blueprint collisions only impacts physically simulated (ragdoll) objects but they overlap with static meshes.

Is this behaviour correct ? If so; is there any way to affect PARENT collision by CHILD collision ? If not; I would like to fill bug report.


Product Version: UE 4.11
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asked May 11 '16 at 02:41 PM in Blueprint Scripting

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avatar image Lacridot May 16 '16 at 06:27 AM

Bumping question.

avatar image Jin_VE Jul 06 '16 at 03:39 AM

This is similar to a problem I am having. I am using "Add Child Actor Component" with a BP that has a mesh set to BlockAllDynamic. I can walk straight through the mesh.

avatar image werockpokey Jul 06 '16 at 12:38 PM

Did you guys check the collision of the root node? From what I've seen, the root node collisions override the child node's collisions. I'm fairly new to UE4, so I'm just taking a wild guess. (^_^)'

avatar image Jin_VE Jul 06 '16 at 01:00 PM

Thanks but my root node is set up for collisions so that's not it. It seems to be something related to attaching and detaching. I had a similar problem when I did ragdoll on my character. Once you enable physics, something weird happens (I think when it detaches) and the mesh and/or capsule collision setup is affected. Like when I tried to get the mesh out of physics and back into the capsule, it kept colliding with the capsule and jiggling all over the place. Only when I manually (in the editor) changed any collision setting did the correct settings come back. In the end, I had to check on tick if the collision channel wasn't ignored, and if so, turned it back to ignore. Anyway, I think something goes wrong when you do attach or detach.

avatar image Kanteh Dec 12 '17 at 09:54 PM

Hi i havea similar problem and also asked in a question here. If u have for example an actor and have different components on it, it doesnt mean they have always the same location. for example the root seems to stick at the spawnpos, while the staticmeshactor with physics simulated moves around. no idea how to solve it, but i think that might be ur problem aswell.

avatar image ViceVersa Dec 22 '17 at 12:00 PM

ive had a lot of problems with child actor components in the past. Ive found its usually easier to get a reference to the object you need and store it as a variable(or spawn an actor from class, then store it as a variable, then attach it to your pawn as desired.)

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