Description

Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data.

It looks like the X and Y collision shape rotation in the world is not matched to the geometry mesh when merged.

I've attached a video and image of the issue that is presented. The video has three standalone cubes with different rotations (L to R: 45, 90, 0) to show the main issue.

Tested in:

4.12.5 CL-3039270
4.13 P3 CL-3095848
4.14 Dev-Main CL-3106587

Steps to Reproduce

1) Find a static mesh with a box shape (e.g. SM_Cube_BoxCollision)
2) Add some instances to a level, including rotated and non-uniformly scaled instances
3) Do the same with meshes that have convex, sphere and capsule collision if possible
4) Turn on collision drawing
5) Select the lot and use the Merge actors tool to replace with a single mesh
6) Make sure collision didn't change
7) Non-uniformly scale the resulting mesh. Box and convex should work correctly. Capsule and sphere will not, that is by design (they cannot non-uniformly scale)

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

2
Login to Vote

Fixed
ComponentUE - Gameplay
Affects Versions4.124.134.14
Target Fix4.14
Fix Commit3150016
Main Commit3153517
CreatedAug 30, 2016
ResolvedOct 4, 2016
UpdatedApr 27, 2018