Packaged game splinemesh collision channel bug

i add two custom channel:

+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name=“Waypoint”,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)

+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name=“PathMesh”,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)

all worked in editor playing,but after package,the ECC_GameTraceChannel2 not work anymore.but ECC_GameTraceChannel1 worked fine.

ECC_GameTraceChannel1 was used to detect static mesh component(a sphere)

“ECC_GameTraceChannel2” to detect spline mesh component.

here is my code:

SplineMeshComp->SetCollisionResponseToAllChannels(ECR_Ignore);

SplineMeshComp->SetCollisionObjectType(ECC_GameTraceChannel2);

SplineMeshComp->SetCollisionEnabled(ECollisionEnabled::QueryOnly);

WaypointMeshComp->SetCollisionResponseToAllChannels(ECR_Ignore);

WaypointMeshComp->SetCollisionObjectType(ECC_GameTraceChannel1);

here is the blueprint:

![134204-a`m7e7c)~sj}ci44bsxid5.png|1027x438

![134205-r1ya49{w_kfudsqdmk]p(}f.png|617x251](upload://n4SKVaBUCeMI11KuUbu2qdSTMf3.png)

by the way ,all spline mesh component added in runtime,but built in editor

Hi evehal,

I attempted to reproduce this with a simplified setup but I couldn’t get your results. What are you packaging for (windows, mobile, etc)? Also, could you provide a small test project that we can test on our end?

We haven’t heard back from you in a few days, so we are marking this post as resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with additional information to reopen the post.

Cheers,

TJ