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.
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 |