Packaged game collision bugs, blueprint connections lost

Hi.

First problem/bug:

In my project in PIE/Standalone all collisions works as expected but in packaged game not. I created few months ago one custom channel (“overlaps”) and today i created new channel for tests, however both not working in packaged game… These collision settings does NOT generate any overlap call in packaged game:


If i change box collision object type to any other (for example world static), it works. It also works with my the most old created channel (“projectile object”) which i created about 8-10 months ago. But these newer channels (3 months old, and 1 day old) not working… I packageg project 10-20x with some changes, but i cannot get it working… Is it possible bug or i need somehow to synchronize collisions (but how?)?

Second problem/bug:


Its described in picture… Basically, when i connected “self” ref to node “dest. bomb base”, in cooking log it said something like “unable to connect “self” and “destruction bomb base” because its not compatible…” = unknown cooking failure… but it is compatible…

So i found workaround by directly setting variable in player controller, however in packaged game this connection is broken… Its broken too when i re-open editor…

Hello TJ, sure thing :slight_smile: im gonna do it now

Hi Name368,

I’m investigating issue #1 that you described. Could you create a second Bug Report for issue #2? This will make it easier for people to search and find these issues. Feel free to reference this report.

I attempted to reproduce this in the 3rd Person template project but all Collision Presets and Object Response I create are working in packaged projects. Have you been able to reproduce this issue outside of your personal project? Can you try recreating the bug in a new project and then upload it here?

As i thought i wasnt able to reproduce this bug on new project…
So if you want i can send you my whole project and you can check it out if you want… If not then what might cause these errors? Im using source control (perforce) and sometimes it says its not writable but in editor it working fine…
The worst thing is that newly created channels not working too… So i cant use old channels because of just used settings… Do you have some recommendations what to do in corrupted project like mine like move all content to new project or so?

So i found something interesting…
I accidentaly found packaging through “project launcher”. When i launched game through this package, collision problems disappeared, so it works through this package settings… I tried game through internet with my friend and we both were able to connect each other and play, one networking error disappeared too… however this packaged project contains uassets… if i send it to other people, may they copy/steal my work? ill probably make another question for this…

Migrating assets over to a new project is definitely one thing to try. But if you are using source control, you can try going back to an earlier version of your project where it wasn’t happening.

As for the issue about the .uasset files. Yeah, if someone has access to those, they could use them in another project. Did you disable the ‘Use Pak File’ checkbox under Project Settings > Packaging? As long as that is enabled, it should put all the .uassets into a pak file.

It was enabled in project settings, but not in “project launcher”… after i enabled it, it packaged game without collision bugs and without uassets :slight_smile: so we can close this thread.

So my SOLUTION with bugged collision was packaging game through windows->project launcher instead of file->package project.

Im also having this issue. But it works in the editor without warnings. Whenever I package my project I get the warning together with messed up collisions.

I still havet his issue please help, collision never works ina packaged game

Same here, experiencing erratic behavior (older builds used to work, now it never does once packaged). Working fine in PIE and Standalone.

I’ve run into the identical issue with 4.22. Worked fine in selected viewport, PIE, and standalone game, but once I package the game, stopped working. I tried project launcher and it did indeed work there. However, I believe I found the underlying issue in my case and it had to do with timing. I wanted to be able to poll if a contact had occurred so I set a flag in my hit event, then cleared it every tick. Another blueprint event used this flag to determine when contact was occurring. I reordered the code so that the other event would “consume” the flag rather than automatically clearing it and now both editor and packaged code work.

Okay, I reread your comment 6 times and still can’t understand how you have fixed it. Can you please try to help us with this issue?

I had to re-read my solution a couple times too to figure out what I meant. :slight_smile: So my original approach was:

Hit Event → Set Hit Flag

Tick Event → Act on Hit Flag if Set (Probably by calling another event) → Clear Flag

I’ve been teaching a number of co-workers UE4 recently and one of them asked me what the difference was between macros, functions, and events. Assuming events are anything like Windows, the events would go into a queue where as a function or macro would be executed at the time they are called, and I think this is where the problem was. Once the game was packaged and optimized, the timing got changed. Now I’m guessing at this point, but it seems possible that the relative independence of each of these actions led to the order being re-arranged. So my solution instead:

Hit Event → Set Hit Flag

Tick Event → Act on Hit Flag if Set (Probably by calling another event)

Hit Flag Actions Event → Do something → Clear Flag

Now regardless of the order of the events or re-arrangement of the code within the events, it would always work.