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Is it possible to use Per-Poly collision for line/sphere traces on Poseable Mesh components?

I'm making a procedural road generation system, where my road is built from individual pieces, and each piece is a skeletal mesh (As a Poseable Mesh component) that is a simple box with bones for the start and end points. I can move and rotate the end bone to create curvature, and I line each piece up with the end bone of the previous piece.

However, I haven't figured out how to get collision working for the road pieces. Adding a box collision component is obviously not ideal, because once I change the end bone it no longer matches the road piece. I have a physics asset with box components assigned to the start and end bones, but this doesn't really work either, because once the end bone has been moved they no longer match the geometry.

It would seem like Per-Poly collision is exactly what I need, but I haven't been able to get this working either. I found a question on here that seems to suggest that this option is bugged for skeletal meshes, but no-one from from Epic has responded to confirm this. At any rate, I don't even need to do actual collisions with my road pieces, I just want to be able to hit them with a line or sphere trace. It seems bizarre to me that there would be no way of doing an accurate trace on a poseable skeletal mesh. Or maybe I'm just missing something?

Product Version: UE 4.14
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asked Feb 05 '17 at 01:05 PM in Using UE4

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avatar image GiraffeCat Feb 11 '17 at 01:56 PM

I've updated my question slightly to reflect the fact that I'm actually using a Poseable Mesh component (Which is necessary as it is the only way to move the bones in Blueprint); I added the same mesh as a SkeletalMesh component, and the trace was able to detect it fine (Even without 'enable per-poly collision' ticked). So I guess now my question is: Why does this functionality not extend to Poseable Mesh components, and how do I work around it? Is there a simple way of generating concave collision from a set of coordinates (I'm currently thinking this might be possible by using procedural meshes and generating collision from them, but that seems super-fiddly)?

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