'Get Closest Point on Collision" node is used to determine the distance between a primitive component (target) and another specified location (Point) as well as provide the point on the target. This works to return the point on the specified primitive component closest to the specific location Point. However, when a component higher in the component hierarchy than the target component is set to simulate physics, the point / distance returned from this node will jump between any components in the hierarchy that are children of the physics enabled component (including the physics enabled component).

No - this behavior was present in binary 4.13.2 (CL 3172292)

Steps to Reproduce
  1. Open UE4 Editor (third pesron template project)
  2. Create blueprint based on Actor
  3. Add three Static Mesh Components (SMC1, SMC2, and SMC3) set to 1M_Cube
    • Offset each mesh component so all three cubes are visible in blueprint viewport
    • Set SMC1 as the Root Component
    • Set SMC2 as a child of SMC1 and set Simulate Physics to true
    • Set SMC3 as a child of SMC2
  4. Set up event graph as shown in attached screenshot
  5. Add instance of blueprint to level
  6. PIE and walk around the blueprint meshes

The debug point will move between SMC2 and SMC3 depending on which is closest to the camera as the player moves around the bluperint

The point only shows on SMC3 since that is the component being referenced by the Get Closest Point on Collision node. This would make the behavior consistent with if SMC2 was not set to Simulate Physics.

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Affects Versions4.14
Target Fix4.16
Fix Commit3368479
Main Commit3385232
CreatedDec 5, 2016
ResolvedMar 28, 2017
UpdatedApr 27, 2018