User reported issue on UDN, steps above and project attached.
4.20 Bug Scrub Updated
Result:
Trace after blocking completes with
LogBlueprintUserMessages: [TraceBugMap_C_0] Trace after blocking LogBlueprintUserMessages: [TraceBugMap_C_0] Trace complete; num hits: 0
Expected:
Trace after blocking completes with
LogBlueprintUserMessages: [TraceBugMap_C_0] Trace after blocking LogBlueprintUserMessages: [TraceBugMap_C_0] Hit: TraceBug4:TraceBug4.Destructible Env_Pillar_01_64x64_DCore_DM
Original
Open the attached project on windows
Note the scene includes a set of actors containing destructible meshes (using the TraceBug blueprint)
Note the level script does a series of traces against the scene with a custom collision trace channel (TestTraceChannel), printing its results to the console after each trace
Press PIE
Note the debug output:
First, the script traces immediately on begin play. The trace has zero hits
Then after a delay of one second, the trace is performed again. The trace hits the destructible as expected.
After a futher delay, the collision response for the TestTraceChannel is set to ignore
Then the trace is performed again. The trace has zero hits as expected
After a further delay, the collision response for the TestTraceChannel is set to block
Then the trace is performed again. The trace has zero hits.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46092 in the post.
1 |
Component | UE - Simulation - Physics - Destruction |
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Affects Versions | 4.20 |
Created | Jun 15, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |