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UE4.21.1 Collisions not working after Package and Build

For some reason after I package and build my game for Windows my "hit" events aren't firing. They work totally fine in the editor, but after the "Development" package they're not working at all. Anyone know why this could be?

After spawn Actor, custom object/trace channels and event hit work in editor but not packaged game.

the client connects to the dedicated server,isn't listen server

Product Version: UE 4.21
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asked Dec 28 '18 at 02:15 AM in Packaging & Deployment

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yskwork
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avatar image yskwork Dec 29 '18 at 11:04 AM

Worry!Worry!

avatar image HeyMufti Feb 10 '19 at 08:31 AM

Same issue. Replicated using first person project. Balls work fine in editor, no collision in build. This is ridiculous.

avatar image mahlukat Feb 26 '19 at 07:19 PM

I have same problem in 4.21 Everything works perfect on Editor but broken in packaged (shipment) build. I saw there are many posts about the same problem. Why nobody say anything from Unreal team?

avatar image TheSubZer0 Feb 26 '19 at 08:03 PM

Using Complex collision??????????

avatar image paradoc Mar 08 '19 at 08:54 PM

Same issue. Collision is fine (and has been through development). Most recent packaged shipping build, collision is corrupted and crashes the game. Some notes about project: migrated from 4.18, using engine source, 1 custom collision channel which was re-added after migration, previous shipping builds worked, in this case i'm using inclusive blueprint nativization. I don't think that has anything to do with the collision fatal errors, but just trying to isolate any differences between packaging attempts.

avatar image Vjsou-Pro Apr 03 '19 at 02:43 PM

Hi, did you find a solution ?

Thx.

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I solved my issue, maybe it can help others:

The "OnConstruction()" isn't called on an object that's already in the world in a packaged game :)

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answered Apr 04 '19 at 11:54 AM

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Vjsou-Pro
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