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Collider types set to overlap don't generate Overlap events.

Hey everyone,

For some reason beyond my understanding when I package my game the two distinct collision profiles insists on firing "Hit" events despite the interaction between them is set to only overlap and neither two objects have "Simulation generates Hit events" enabled.

EDIT: In editor the objects work as intended and only produce the undesired 'Hit' result on package. EDIT 2: I have now set both collision profiles to ignore all(I still query the collider though) channels(trace and object) and they still fire off the hit events.

The first object(CapsuleCollisionComponent) has this collision profile: alt text

And the second object(StaticMeshComponent) has this collision profile: alt text

Please let me know if there's anything else I need to provide and I'll post that ASAP.

Thanks, Z

Product Version: UE 4.21
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asked May 07 '19 at 06:41 PM in Packaging & Deployment

avatar image

Zygora
11 3 6

avatar image norlin May 07 '19 at 10:15 PM

Are those unwanted hit events are coming exactly from those 2 components? Or maybe from the same actors but different components?

Another question is: how exactly are you checking for hits? Can you please post your blueprint or code?

avatar image Zygora May 07 '19 at 10:41 PM

Yes the unwanted hit events are coming from exactly those two components. One component is the static mesh component on my projectile class and the other is the hitbox on the player.

I am checking for hits on the static mesh component's "On Component Begin Overlap".

Here is the overlap and hit events. The hit event should never be fired and yet it is the only one being fired in the packaged build. alt text alt text

avatar image Zygora May 08 '19 at 06:13 PM

I HAVE A FIX!(but you're not gonna like it):

By changing the blueprint nativization method from Inclusive to Disabled in "Project Settings>Packaging>Blueprints>Blueprint Nativization Method" fixed the packaging problems I was having. Not sure why that is maybe we can get some UE staff in here to take a look/post a bug about it if it is just that. :)

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