I am having the same problem. Using Blueprint for me, but when I change the transforms of the parent component, the meshes move but the collisions of the original room remain the same. Thus the new room has no collision and the previous place has invisible walls. Bug??
Edit: This is exactly my problem. When applying a transformation in a constructor the collision doesn’t change, and this video is from April 2014.
I had the same issue the one time I tried to use an instanced static mesh component, it wasn’t anything important so I just changed my approach in the end. I’d suggest reposting this in the Bug Reports section, it should get some more attention there.
uced, To get around this problem, I just moved the object to where I needed it, then spawned a new object there (with its collision) and deleted the old one with the wrong collision. I do this EVERY TIME I need to move it. It’s a crap solution but with no response from Epic, that’s all I’ve got. There is a bug report on this exact problem from like year ago (see my previous post) and it seems like they haven’t done anything.
Yeah, this is what i do too, but my objects are quite heavy to respawn (this is why i use instanced meshes, i guess you too), thanks anyway for the tip, as you said, better than nothing.
They just closed the duplicate i opened in the bug section because it’s a duplicate^^
Gareth Martin has confirmed that this bug has been reported, but unfortunately has not been fixed in 4.8. He says the bug has been marked as high priority and should be fixed in 4.9. For now just use the workaround.
I can confirm this bug is still present in 4.9.2, and is occurring with regular static mesh components as well, not just instanced meshes.For such a serious bug I’m surprised it’s still around. Is it addressed in V 10 or 11? Oh. As of Dec /15 it is still not addressed Here
Silly question but is the UInstancedStaticMeshComponent set to movable? I ran into an issue like this building my instanced tile system when some of the stuff I was generating in my tile was set to static or stationary.
I had a problem similar to this when rotating a hism. The collisions would not update. Similar to what Yun-Kun suggested I did a work around where after each adjustment I would set collision to no collision and right after set it to physics and query. Fixed the issue for me.
If you’re doing this on a physical object, it messes up its velocity and gravity settings I believe. I believe your workaround would be to switch collision response from “Physic Only” to “Both” instead of “Both” to “None” like I suggested.
But nothing happened.
I was seraching for a way to set it in each of the moved child components individualy, but they are “USceneComponent” which as fas as I know doesnt have a “SetCollisionEnabled”. Does a casting needed?
auto ChildCompPrimitive = Cast(ChildComp);
ChildCompPrimitive->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
ChildCompPrimitive->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
Nothing happend either.
Also did:
auto ChildCompPrimitive = Cast(ChildComp);
ChildCompPrimitive->SetCollisionEnabled(ECollisionEnabled::NoCollision);
ChildCompPrimitive->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
Ok after some tests this is what it worked for me:
Because it was a chain of statichmeshes with PhysicsActor Collision profile in mycase, but only some of them were moved, I wrongly changed only the moving ones. You have to set All of them.
I created an “UpdateCollisionsFunction” that runs each time something is moved.