UE 4.15.1 - Nativize blueprint collision bug - Spawning child of a blueprint loses collision settings
I have a setup where I spawn in actors as pickups for the player, they use collision sphere with physics to drop into the world and collide with the world. When I do a build using Nativization, this physics sphere seems to lose it's collision settings and falls through the world.This only happen when spawning a child of the base blueprint I created. Spawning the base blueprint seems to work just fine. I found this bug report that may or may not be related to the same problem I'm having, so here's the link for that just in case there's overlap there.
When you play test notice the sphere drops through the floor, in stead of colliding with it.
asked Apr 25 '17 at 08:49 AM in Bug Reports
I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.
Make it a great day
answered Apr 25 '17 at 02:07 PM
Rudy Q ♦♦ STAFF
I used the method discovered by @jh_hmq for a while, which fixed some things, but then I encountered a very stubborn issue where a couple actors refused to overlap in packaged+nativized Blueprint, even though their collision channels were reporting correctly (via "Get collision response to channel" --> "Print text" on runtime). Somehow, re-applying every collision channel solved this problem ("Get collision response" --> "Set collision response"). Only god knows why this works.
tl;dr: I now have this function attached to every collide-able actor's BeginPlay event, which takes an array of "Primitive component object references" and applies this nonsense workaround to each.
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