Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Unreliable Overlaps with Welded Primitives

Hello there,

After a few hours of testing, I am convinced to have discovered a bug related to welded primitives.

In my particular example I have a VR project with a sphere trigger attached to each hand. If I now grab any welded primitive - root or welded prim - then try to grab the welded prim (important: not the weld root), it will not be considered overlapping my sphere trigger. Furthermore, both the trigger's begin overlap and end overlap events are called for each frame for the duration of the overlap.

If I now release the object again such that no more overlaps should take place, I can grab both weld root and welded primitive again, and the cycle continues.

Note that the welded primitive still has collision. Attached to my virtual hands are models of the controllers with collision setup, and I can push the welded primitives away with one hand while held with the other.


Product Version: UE 4.21
more ▼

asked Apr 03 '19 at 09:15 PM in Bug Reports

avatar image

132 7 12 14

avatar image Jeff A ♦♦ STAFF Apr 04 '19 at 08:03 PM


We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.



avatar image Creo May 19 '19 at 03:41 PM

Hi, have you created a report on this bug? I have the same issue on 4.22. I can add that, if you're not moving welded primitives, they seems to have correct overlap. When you start moving it (for example with the second hand), overlaps go crazy, firing Begin/End overlap events

avatar image Creo May 19 '19 at 03:57 PM

https://issues.unrealengine.com/issue/UE-60135 - found this issue. Looks like it's the same problem here (welded to A < B < C; A, B have correct overlaps, wether C doesn't). Is there any update on this issue? Interface for PhysX was rewriten in 4.21. Maybe this will be solved in Chaos? Any news?

avatar image Kiruse May 22 '19 at 09:38 AM

Sorry, my Bachelor thesis has kept me occupied over the past few weeks and I had not been able to report the bug on the proper site.

I have also not found any time to work on my personal game project again and have not even upgraded my engine version since its release, nor do I think I'll have the time any time soon. If you have some time to test yourself and report back, I would greatly appreciate that. :)

avatar image Creo May 22 '19 at 10:41 AM

I don't think that report can help, because essentially it will be the same as UE-60135. It would be great to here from Jeff how it's going on with this functionality.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question