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EncroachingBlockingGeometry always returns true


So my situation: I have a Volume that is setup (in the c'tor) like this:

     this->BrushComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Block);

So as you can see it should NOT block as it is set to query only. At a later stage (but still before any pawn spawns), this is also done:

    auto NewChannel = GetCollisionChannelFromTeam(NewTeam);

GetCollisionChannelFromTeam simply returns the first and second custom collision channels, depending on the team.

Now, in my pawn, I have my normal capsule and in the c'tor I make sure it does not block the custom channels that this volumes object type is set to now.

Yet, when calling EncroachingBlockingGeometry it says something is blocking. The engine then either moves the player above or below the Volume. The Pawn then spawns and falls through the volume (as it should).

Because I initially wasn't sure whether something changes my volume after the pawn spawned, allowing it to fall through, I manually called EncroachingBlockingGeometry and sure enough it still says something is blocking even though the pawn is walking around freely in the volume that supposedly blocks it.

Am I misunderstanding something here or is this a bug in EncroachingBlockingGeometry?



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asked Aug 31 '14 at 10:41 AM in C++ Programming

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