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UCollisionProfile::ConvertToCollisionChannel does not behave as expected

Hello, I'm currently working with custom object types for collision and I've found something really weird in the source code of UCollisionProfile::ConvertToCollisionChannel.

 ECollisionChannel UCollisionProfile::ConvertToCollisionChannel(bool TraceType, int32 Index) const
 {
     if (TraceType)
     {
         if ( TraceTypeMapping.IsValidIndex(Index) )
         {
             return TraceTypeMapping[Index];
         }
     }
     else
     {
         if ( ObjectTypeMapping.IsValidIndex(Index) )
         {
             return ObjectTypeMapping[Index];
         }
     }
 
     // invalid
     return ECC_MAX;
 }
 

It came from a call to SphereOverlapActors which is given a const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes

this will take the EObjectTypeQuery as an int and give it to UCollisionProfile::ConvertToCollisionChannel. The problem is that ObjectTypeMapping does not look like EObjectTypeQuery, so it is impossible that ObjectTypeMapping[Index] returns the good ECollisionChannel.

For example if you give ECC_PhysicBody to the function SphereOverlapActors, it will be converted to the ECollisionChannel ECC_Destructible.

I found this not normal at all, but I'm not very good with unreal collision yet, so maybe I'm using it wrong.

Product Version: UE 4.19
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asked Aug 23 '18 at 01:04 PM in C++ Programming

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benjaml
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