Environment Queries Ignore tests for Custom Collision Object Overlaps.
Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful detection in the collision tests on 4.21, however all versions thereafter exhibit the issue mentioned by the user.
This seems very much related, if not a duplicate to the behavior in [Link Removed]
Project Sample Included for simple repro.
Steps to Repro from Project Sample:
1.Open project in UE 4.21.
2. Enable EQS (environment query system) in editor settings.
3.Select and move the eqs test pawn object. Note that there are two overlaps.
4.Open project in UE 4.23.1. Enable EQS in editor settings. Select and move the eqs test pawn object.
Result: There are no overlaps being detected by the test.
Expected: overlaps would be detected by the test, similar to the behavior exhibited in 4.21
Steps to Repro from Blank Project
1. Open a new Blank Blueprint Project in Unreal 4.23.1.
2. Navigate to Edit->Editor Preferences->Experimental->AI->Enable Environment Querying System.
3. Save and Restart the Editor.
4. Navigate to Edit->Project Settings->Engine->Collision.
5.Create New Object Channel "test" with a Default Response of "Ignore".
6. Right click on the Content browser and create a new Blueprint Actor "BP_Position".
7. In the Class Defaults add a Billboard Component, and replace it as the Root.
8. Compile & Save
9. Drag and Drop instances of Bp_Position into the World Viewport in a 3x3 grid/row pattern.
(See Example Project)
10. Right Click on Content Browser, and Create a new Blueprint Actor "Bp_Actor"
11. In the Class Defaults Add a Box Collision, and replace it as the Root.
12. Select the Box Collision->Collision->Ignore All-> Overlap test. (Only overlap our custom test object collision channel)
13. Compile & Save
14. Create a new Environment query "EQ_TestForItem":
15. Create a new Blueprint based EQSTestingPawn "BP_EqsTestPawn"
16. Set the query template of "BP_EqsTestPawn" to EQ_TestForItem"
17. Drag an instance of "BP_EqsTestPawn" into the world viewport, near the BP_Position, and move the EQS Test Pawn.
Result: There are no overlaps being detected by the test.
Expected: overlaps would be detected by the test, similar to the behavior exhibited in 4.21
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-84284 in the post.