When changing the Collision Profile of a skeletal mesh in C++ the collision query type is not effected.
Expectation: I can change collision profile preset and the collision query field changes with the preset the same as the blueprint version.
This bug has actually been around a while and I always suspected it was just me doing something wrong but after properly testing I am positive this is a bug within the C++ implementation.
The data highlighted in Red is not changed when you use C++ to change the collision preset
CPP Code Approach
Blueprint Equivalent
Reproduction Steps to confirm this bug:
- Create the Third Person Template
Project. - By default the CharacterMesh preset
will be set on your skeletal mesh
with Query Only enabled. - Bind a key to trigger the CPP code
approach (listed above) to enter the
ragdoll state see the result. - Bind a key to trigger a blueprint
approach (listed above) to enter the
ragdoll state and see the result. - Now edit the CharacterMesh preset so
the Collision is Query & Physics, you
will now see the correct behaviour.
It appears somehow that through code it always uses the original mesh’s collision query type.
Kind regards,
Jakey113G
EDIT:
I tried to use the following call and it too failed to change my collision query type.