This is a regression from 4.22.3 (CL-7053642) where this setup executed as expected. Toggling Collision Profiles in 4.23.1 (CL-9631420) and onward do not affect the Static Mesh and it acts as if it has no collision even if the profile is set to have it. The NavMesh is just used as an example to showcase the collision swaps.

This was reported and tested in 4.23.1 (CL-9631420). This was reproduced in 4.24 Preview 4 (CL-10387632) and Main 4.25 (CL-10520629)

Steps to Reproduce
  1. Open the UE4 Editor and create a Blank project
  2. Create a Blueprint Actor, add a Cylinder component to it, and create a Bool named EnablePhysics that is set to Instance Editable
  3. Setup the Construction Script like the attached screenshot
  4. In a Level add a NavMeshBoundsVolume
  5. Add the Actor onto the Navmesh and toggle EnablePhysics on and off, while dragging it around in between toggles

Results: Collision Profile changes visually (PrintString) but doesn't actually affect the NavMesh or the Static Mesh. When in PIE and BlockAll is set the Cylinder doesn't have collision

Expected: Physics state changes and navigation updates every time when switching between collision profiles

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Affects Versions4.
Target Fix4.26
CreatedDec 5, 2019
UpdatedMar 3, 2020