ProceduralMeshComponent collision not working in packed game

I’v switch from UE4.10 to 4.13 for the proceduralMeshComponent improvements and bug fixes.
But since then the collision in packed game are not working.
How do I fix it?
(I’m creating the proceduralMesh at runtime using cpp code)

Hello ,

I need more information to be able to help you. Does the collision work in PIE or is it broken in both PIE and a packaged game? I’m assuming that this collided correctly in 4.10? What is the procedural mesh component attached to? What are the collision settings that you’re using? Any information you can provide would be helpful.

1.The collision works perfectly in all the PIE options ( also in the StandAlone option )
2.The problem is occurring only in packed game ( Tried it in Shipping/Development/Debug builds ).
3.The collision worked perfectly in 4.10’s packed games.
4.The mesh is the root component of an actor that has nothing more on it.
4.The mesh is configured to collide with anything ( BlockAll ).

Have you tried placing an instance of this procedural mesh into the level manually to see if it spawning at runtime is what’s causing the collision to not work correctly? Could you post the code related to the spawning of this procedural mesh?

I’v tried now the “Launch” button in the editor that is actually plays a packed version of the game and it did the same problem.
This is the log I’v got from doing so:
link text

The warnings about textures is nothing new so they have nothing to do with it.

The instanced is placed manually in the map and when the game starts it is already there.

I’v just tried to spawn the proceduralmesh when starting the game instead of just having it there and it solved the problem :slight_smile:
However this is a bug that needs to be fixed though :\

You stated previously that the Procedural Mesh is being created at runtime through C++ code. Have you changed it up since then?