Description

If a Procedural Mesh is created on BeginPlay (at runtime) instead of in the Construction Script, collision with non-player objects does not register correctly in packaged or launched games. This works without an issue in PIE and Standalone Game. This particular setup uses AddWorldTransform on a basic Static Mesh and the sweep is not being triggered.

Regression?: Yes
This did not occur in 4.12.5-3039270+++UE4+Release-4.12
This does occur in 4.13.2-3172292+++UE4+Release-4.13

Steps to Reproduce
  1. Open the attached project
  2. Package the project and open the packaged result
    Result: The moving box (AddWorldTransform with Sweep enabled) does not collide with the procedural mesh
    Expected: The box should collide with the procedural mesh

Alternative steps with setup:

  1. Create a new project
  2. Create two Actor blueprints
  3. Refer to the attached images to set up these two blueprints
  4. Place the two BPs into the map in a way so that the blueprint with the Static Mesh BP will collide with the Procedural Mesh
  5. Package the game and launch the result
    Result: The moving box (AddWorldTransform with Sweep enabled) does not collide with the procedural mesh
    Expected: The box should collide with the procedural mesh

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-38478 in the post.

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Fixed
ComponentUE - Gameplay
Affects Versions4.13.24.144.15
Target Fix4.15
Fix Commit3208798
Main Commit3227721
CreatedNov 10, 2016
ResolvedNov 23, 2016
UpdatedApr 27, 2018