Description

BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent.
The setup is really specific and described in Steps to Reproduce.
The required 3 conditions are:
1. The Floor actor is scaled (X=500.000000,Y=500.000000,Z=1.000000)
2. The BoxOverlapActors's BoxPos variable is (X=6400.000000,Y=6400.000000,Z=95.304688)
3. The BoxOverlapActors's BoxExtent variable is (X=1360.000000,Y=1360.000000,Z=4643.937500)

I've tried variations of the variables and slight changes change the behavior.
This reproduces in both Editor, PIE, and SIE.

I was not able to identify the root cause of the issue.

I've confirmed this behavior reproduces on versions 5.6 and 5.8 (CL45755840).

Steps to Reproduce

The licensee has provided a repro project.
The setup is simple but the values need to be precise.
To use the repro project to reproduce the issue, simply open it and run PIE or SIE.
Check that BoxOverlapActors node fails to capture the Floor actor showing the log: None.

To reproduce the issue, these 3 conditions are required:
1. The Floor actor is scaled (X=500.000000,Y=500.000000,Z=1.000000)
2. The BoxOverlapActors's BoxPos variable is (X=6400.000000,Y=6400.000000,Z=95.304688)
3. The BoxOverlapActors's BoxExtent variable is (X=1360.000000,Y=1360.000000,Z=4643.937500)

If any of those values is changed, the Overlap is able to capture the Floor.

Callstack

> UnrealEditor-PhysicsCore.dll!FPhysicsShapeAdapter_Chaos::FPhysicsShapeAdapter_Chaos(const UE::Math::TQuat<double> & Rot, const FCollisionShape & CollisionShape) Line 164 C++
[Inline Frame] UnrealEditor-Engine.dll!FGeomSQAdditionalInputs::

{ctor}

(const FCollisionShape &) Line 52 C++
[Inline Frame] UnrealEditor-Engine.dll!GeomToSQInputs(const FCollisionShape &) Line 170 C++
[Inline Frame] UnrealEditor-Engine.dll!GeomOverlapMultiHelper(const Chaos::EThreadQueryContext) Line 1238 C++
UnrealEditor-Engine.dll!GeomOverlapMultiHelper<0,FCollisionShape,FDefaultAccelContainer>(const UWorld * World, const FCollisionShape & InGeom, const UE::Math::TTransform<double> & GeomPose, TArray<FOverlapResult,TSizedDefaultAllocator<32>> & OutOverlaps, ECollisionChannel TraceChannel, const FCollisionQueryParams & Params, const FCollisionResponseParams & ResponseParams, const FCollisionObjectQueryParams & ObjectParams, const FDefaultAccelContainer & AccelContainer) Line 1311 C++
UnrealEditor-Engine.dll!FGenericPhysicsInterface::GeomOverlapMulti<FCollisionShape>(const UWorld * World, const FCollisionShape & InGeom, const UE::Math::TVector<double> & InPosition, const UE::Math::TQuat<double> & InRotation, TArray<FOverlapResult,TSizedDefaultAllocator<32>> & OutOverlaps, ECollisionChannel TraceChannel, const FCollisionQueryParams & Params, const FCollisionResponseParams & ResponseParams, const FCollisionObjectQueryParams & ObjectParams) Line 1385 C++
UnrealEditor-Engine.dll!UWorld::OverlapMultiByObjectType(TArray<FOverlapResult,TSizedDefaultAllocator<32>> & OutOverlaps, const UE::Math::TVector<double> & Pos, const UE::Math::TQuat<double> & Rot, const FCollisionObjectQueryParams & ObjectQueryParams, const FCollisionShape & CollisionShape, const FCollisionQueryParams & Params) Line 202 C++
UnrealEditor-Engine.dll!UKismetSystemLibrary::BoxOverlapComponentsWithOrientation(const UObject * WorldContextObject, const UE::Math::TVector<double> BoxPos, UE::Math::TVector<double> BoxExtent, UE::Math::TRotator<double> Orientation, const TArray<TEnumAsByte<enum EObjectTypeQuery>,TSizedDefaultAllocator<32>> & ObjectTypes, UClass * ComponentClassFilter, const TArray<AActor *,TSizedDefaultAllocator<32>> & ActorsToIgnore, TArray<UPrimitiveComponent *,TSizedDefaultAllocator<32>> & OutComponents) Line 1751 C++
[Inline Frame] UnrealEditor-Engine.dll!UKismetSystemLibrary::BoxOverlapActorsWithOrientation(const UObject *) Line 1715 C++
UnrealEditor-Engine.dll!UKismetSystemLibrary::BoxOverlapActors(const UObject * WorldContextObject, const UE::Math::TVector<double> BoxPos, UE::Math::TVector<double> BoxExtent, const TArray<TEnumAsByte<enum EObjectTypeQuery>,TSizedDefaultAllocator<32>> & ObjectTypes, UClass * ActorClassFilter, const TArray<AActor *,TSizedDefaultAllocator<32>> & ActorsToIgnore, TArray<AActor *,TSizedDefaultAllocator<32>> & OutActors) Line 1707 C++
UnrealEditor-Engine.dll!UKismetSystemLibrary::execBoxOverlapActors(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 675 C++
UnrealEditor-CoreUObject.dll!UObject::execCallMathFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1106 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 509 C++
UnrealEditor-CoreUObject.dll!UObject::execLetBool(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 3044 C++
[Blueprint] OverlapTestFail::ExecuteUbergraph_OverlapTestFail Blueprint
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 509 C++
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1242 C++
UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (_cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param_Result, void[Image Removed](UObject *, FFrame &, void *) ExecFtor) Line 1070 C++
UnrealEditor-CoreUObject.dll!ProcessLocalFunction::__l2::<lambda_1>::operator()() Line 1320 C++
UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1339 C++
[Blueprint] OverlapTestFail::ReceiveBeginPlay Blueprint
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 509 C++
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1242 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1371 C++
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 7460 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2211 C++
UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1456 C++
[Inline Frame] UnrealEditor-Engine.dll!AActor::ReceiveBeginPlay() Line 7878 C++
UnrealEditor-Engine.dll!AActor::BeginPlay() Line 4777 C++
UnrealEditor-Engine.dll!AActor::DispatchBeginPlay(bool bFromLevelStreaming) Line 4713 C++
UnrealEditor-Engine.dll!AWorldSettings::NotifyBeginPlay() Line 362 C++
UnrealEditor-Engine.dll!AGameStateBase::HandleBeginPlay() Line 228 C++
UnrealEditor-Engine.dll!UWorld::BeginPlay() Line 5916 C++
UnrealEditor-Engine.dll!UGameInstance::StartPlayInEditorGameInstance(ULocalPlayer * LocalPlayer, const FGameInstancePIEParameters & Params) Line 567 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::CreateInnerProcessPIEGameInstance(FRequestPlaySessionParams & InParams, const FGameInstancePIEParameters & InPIEParameters, int InPIEInstanceIndex) Line 3182 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::OnLoginPIEComplete_Deferred(int LocalUserNum, bool bWasSuccessful, FString ErrorString, FPieLoginStruct DataStruct) Line 1627 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::CreateNewPlayInEditorInstance(FRequestPlaySessionParams & InRequestParams, const bool bInDedicatedInstance, const EPlayNetMode InNetMode) Line 1890 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::StartPlayInEditorSession(FRequestPlaySessionParams & InRequestParams) Line 2913 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::StartQueuedPlaySessionRequestImpl() Line 1204 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::StartQueuedPlaySessionRequest() Line 1105 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2038 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 533 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5625 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 60 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 187 C++
UnrealEditor.exe!GuardedMainWrapper(const wchar_t * CmdLine) Line 128 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 282 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 339 C++
[External Code]

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Unresolved
ComponentUE - Simulation - Physics - Query
Affects Versions5.65.8
CreatedSep 30, 2025
UpdatedOct 1, 2025
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