GetOverlappingActors/Components ignore physics actors spawned in with zero movement. This only effects actors where the root is the DefaultSceneRoot and not the Static Mesh Component.

User Description:

There appears to be an issue with detecting actors and components that are simulating physics, using the "get overlapping -" nodes.

Note that the sphere is not the root of the actor. If it is changed to be the root, then it will be detected. The problem is that I wish to have a base class for various physics actors, and setting the sphere to "default scene root" in the child class construction script does not work.

Well, I think I can work around it by not having a base class, but using an interface and actor component instead but I thought I'd report the bug anyway.

Product Version: UE 4.15

Steps to Reproduce
  1. Open the attached test project
  2. PIE
  3. The Ball at the top (spawned with physics but no gravity) will show Actors = 0, Components = 0
  4. Fly the camera into the top Ball to push it back and cause the GetOverlappingActors/Components to register the Ball is overlapping

Results: If the Ball is spawned in with physics but zero movement, it's ignored by the GetOverlappingActors/Components node until it is moved.

Expected: For the GetOverlappingActors/Components node to register the Ball without the need for it to move first.

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Won't Fix
ComponentOLD - Anim
Affects Versions4.15.24.17
Target Fix4.18
CreatedMay 15, 2017
ResolvedJul 24, 2017
UpdatedJul 19, 2018
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