Child Actor Component Collisions are invalid and doesn't collides

Hello,

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.

Thanks

Bumping question.

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.

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. (^_^)’

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.

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.

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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Could be worth a try: get the constraint as a node in BP manually within the parent and unchecked Set Parent Dominates, though it was toggled off in the Details. Maybe it is switched on while being attached behind the curtains. Could be a strange bug. Would be nice, if s.o. could confirm this.

Also unchecking “Use attach to parent bound” and “Weld Simulated Bodys” if used, could be worth a try. (Auto-weld in Details is only for 1 simulated + 1 non-physics simulated body, so should be greyed out)

Btw. the Parent in an constraint is the Blue color (should be the second element in the constraint)