This isn't a bug and was reported falsely. You need to enable collision on the specific LOD that your are using for this to work.
When choosing LODs for per-poly collision the static mesh stops blocking actors in the level. I tested this on 4.13 preview 1 and it is still an issue. I used the 3dsMax workflow for this process https://forums.unrealengine.com/showthread.php?56777-Photons-Be-Free-Mini-tutorials-and-other-curiosities&p=227697&viewfull=1#post227697
RESULT
The mesh no longer has collision
EXPECTED
The mesh uses LOD1 for per-poly collision
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.12.5, 4.13 |
Target Fix | 4.13 |
Created | Aug 11, 2016 |
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Resolved | Aug 12, 2016 |
Updated | Apr 27, 2018 |