No collision when static mesh component is set to block all?
Edit: See my last comment for solution, turns out this wasn't even the real issue.
There seem to be a lot of questions about this but they mostly seem to be resolved when the author changes their static mesh from moveable to static. This didn't help my case so I will describe my situation.
I'm trying to create a riot shield type of ability in my game. I know how to script enabling and disabling the visibility and collision of the static mesh component but I can't get it to have any collision of any type. To be clear I haven't used any blueprint scripting yet, I am just trying to make the shield in front of me block bullets. I have tried facing the door both ways and it never blocks my or enemy bullets so it's not an issue with normals. It does have collision if I make it a physics actor but it falls over immediately which doesn't help me.
I started by adding a static mesh component (a door) and enabling all the collision to block. I can drag the same door into my levels and it has collision with projectiles and players but my component does not.
You can look at my settings here: http://puu.sh/awAoK.jpg
Your problem is probably because your mesh does not have any collision mesh. Even if you enable Block All or other collision options, the engine need to know how to collide with the mesh. Go to the static mesh editor and go to the Collision menu. There you can add one of those predefined shapes. And then you can watch the shape of the collision mesh by pressing that button in the toolbar with a green wireframe. With this you'll see if the collision mesh suits for your mesh.
And now you should have collision.
answered Jul 30 '14 at 01:34 AM
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