Description

User reported issue on UDN, steps above and project attached.

Steps to Reproduce

4.20 Bug Scrub Updated

  1. Download project
  2. Enable Apex Destruction Plugin (and restart)
  3. PIE
  4. Wait for Trace after Blocking print

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.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46092 in the post.

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Won't Fix
CreatedJun 15, 2017
ResolvedAug 18, 2021
UpdatedAug 18, 2021