Per poly collision setting for skeletal mesh not applied

The per poly collision setting for skeletal meshes isn’t being set when adding the skeletal mesh as an actor component or adding the skeletal mesh to the level. The setting has to be manually set in each actor blueprint or each instance of the skeletal mesh in the level.

To reproduce:

  1. Create a skeletal mesh
  2. Open it and set the per poly collision setting to true
  3. Drag the skeletal mesh into the level and notice that in the details panel, under skeletal mesh, the per poly collision is not set to true.

Hello vle07,

I was able to reproduce the issue you described and have submitted it as a bug to our development team. You can follow that bug report here:

Thanks,
Tyler

Thanks, I’ve also noticed that per poly collision for skeletal meshes doesn’t work when deploying on a mobile device. It works when playing in the editor, but not when launching to a device.

Any idea on this?

On the FIRST cook of a map with a new clientspec that has meshes with per poly collision I get per poly collision on Android DayDream and everything works and is awesome.

But if I cook again then I won’t get it most of the time (all the time?)

It is extremely frustrating that I can’t trust the cooker to do its job.

I have tried turning off then on the per poly collision flag in the comp itself in the actor in the level. Nothing seems to fix the collision not working on android once it is “broken”.

What is the bug? What can I change locally to just FORCE cooking the per poly collision data?

I have a build sent to google with my per poly collision working on android daydream. I was about to make a new build and noticed it was not working.

I binary searched for hours. Still busted.

Went back to the changelist of the build that works. Did not work. WTFFFF

Nuked Saved dir from orbit and cooked and it works ?!?!?!?!?! Cook again and it no longer works. It is insanely frustrating.

Did you ever find steps or workarounds or something that I can just force set to make it work?

I haven’t been able to get it to work on android. 4.19 will probably be released soon, so maybe the issue will be fixed in that release. I ended up just using static meshes attached to sockets on the skeleton. Works for the kind of models I’m using, but I doubt that’s what you want.