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Trace passes through wall

Hello.

I created my custom static mesh in maya. Im using "complex collision as simple" which works pretty well - i cant walk through walls with my pawn, physical projectile DOES NOT PASS too BUT sphere trace PASS through wall (im using trace hit location to set spawn rotation of projectile).

When i tried to put blocking volume into wall, everything was fine, trace was blocked on correct spot, so i think this is 100% bug.

Can i do some workaround or i need to wait till fix? Because putting manually blocking volume into every custom will be pain.

http://i.imgur.com/R2dVTiz.jpg

http://i.imgur.com/fyfR19q.jpg

http://i.imgur.com/EPWPmMO.jpg

http://i.imgur.com/lCYITbB.jpg

http://i.imgur.com/bZxQEUk.jpg

edit: link to FBX model to test: https://uloz.to/!cEmzTnlZFPfm/factory2fbx-fbx

Product Version: UE 4.15
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asked Mar 17 '17 at 09:20 PM in Bug Reports

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Name368
118 6 15 20

avatar image Name368 Mar 21 '17 at 11:09 AM

Bump, issue still persist

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2 answers: sort voted first

Hey Name368-

Can you provide the setup for your collision / trace settings for your FBX file? When I import the model into a third person project, the collision is set to BlockAll by default and my sphere traces are hitting the structure as expected. Are you able to reproduce this behavior in a new project as well? Additionally, can you provide the code / node structure for how you're calling your trace?

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answered Mar 21 '17 at 05:06 PM

avatar image Name368 Mar 21 '17 at 06:02 PM

Hi Doug, So i tried it one more time in clean project and in my main project too and now its working as expected... Im sure my trace settings were good, i changed nothing last 2 days. Probably yesterday hotfix fixed this, one line (40025) is about trace fix... So we can mark this as resolved now. I will do more tests in near future so if i find what caused this, ill report new ticket with clean project repro steps.

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Hi there About your walls, go to the collision settings and make sure that is BLOCKING Visibility traces, right above camera trace channel. test and confirm pls. If don´t solve, try to remove the collision in the mesh editor, and generate it again

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answered Mar 17 '17 at 10:38 PM

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FilipeTessaro
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avatar image Name368 Mar 17 '17 at 10:49 PM

Hi, of course its blocking visibility, btw im using my own custom trace channel "projectile", but of course its blocking that channel too... ill try to rebuild collision when ill be on PC and let you know but im unsure about this solution, because if i have to "reveal" this buggy collision on every mesh it may be problem... i absolutely accidentaly found this leak

avatar image FilipeTessaro Mar 17 '17 at 10:51 PM

yeah, it is very weird looking better to your screenshots. I never had this kind of problem before, so I´m guessing it is related to your custom meshes, when importing, the collision data, anyways. Good luck!

avatar image Name368 Mar 18 '17 at 02:22 PM

So nothing help. I tried to create bigger mesh with more cuts on faces but im getting same results...

Additional info: I tried to use "Trace Complex" too but nothing has changed...

link to FBX model:

https://uloz.to/!cEmzTnlZFPfm/factory2fbx-fbx

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