Collisions in shipping build with -nativizeAssets

I’m making a multiplayer game. To test how everything works I built a dedicated server for Linux and a client for Windows. My project is based on 3rd person template (blueprint, and then I converted it to C++ project by adding C++ class). Also, for building executables, I made a virtual build server using “UnrealEngine-release” 4.17 branch source code (4.17.1). I build server and client executables by using a command line (virtual server does not have a video card).

So, everything works as expected until I add -nativizeAssets into command line (client):

cmd /k c:\Unreal\UnrealEngine-release-4.17\Engine\Build\BatchFiles\RunUAT.bat ^
	BuildCookRun -project="c:\GameArtists\Unreal\D1M1Arena\Unreal\D1M1Arena.uproject" ^
    -nop4 -cook -compressed -stage ^
    -platform=Win64 -clientconfig=Shipping -serverconfig=Shipping -nativizeAssets ^
    -pak -archive -archivedirectory="c:\GameArtists\Unreal\D1M1Arena\Unreal\Build " ^
    -utf8output

Server:

cmd /k c:\Unreal\UnrealEngine-release-4.17\Engine\Build\BatchFiles\RunUAT.bat ^
	BuildCookRun -project="c:\GameArtists\Unreal\D1M1Arena\Unreal\D1M1Arena.uproject" ^
    -nop4 -build -cook -compressed -stage ^
    -noclient -server -serverplatform=Linux -serverconfig=Shipping -nativizeAssets ^
    -pak -archive -archivedirectory="c:\GameArtists\Unreal\D1M1Arena\Unreal\Build " ^
    -utf8output

Then collisions for projectiles do not work: all projectiles just go thru geometry.

This is how projectile’s collision looks like

This is how projectile channel looks like

214323-2017-09-22-11-38-28-edit-channel.png

when I build server/client without -nativizeAssets, it all works perfectly fine. Is it a bug or am I doing something wrong? Could it be that my channel “Projectile” got lost in nativization?

I suppose that this is related to UE 4.15.1 - Nativize blueprint collision bug - Spawning child of a blueprint loses collision settings - World Creation - Unreal Engine Forums - as you already have commented there, you have noted this, too :-).

I have a very similar issue - the workaround I’m using for now is to update the collision settings in “Begin Play” of the corresponding actors by using “Set Collision Response To Channel” or “Set Collision Profile Name”. This needs to be done on both the client and the server, as it is not replicated.

Thanks! I see that it has been scheduled to be fixed in 4.19. Hopefully, by the time I release the game, it will be fixed already.