RadialForceComponent doesn't recognize custom object types when component created in code

Here are the steps:

  1. Create a radial force component for a pawn in code.
  2. Edit that radial force component in editor to only filter a custom collision object channel that you’ve created for your project.
  3. Note that the radial force component will not affect that custom object channel.

However, if instead of creating the radial force component in code, you add it to the pawn via the editor, it will now recognize objects in the custom object channel.

Hey rcdarcey,

Thank you for the repro steps. I was able to recreate this issue and it is currently being tracked at: https://issues.unrealengine.com/issue/UE-33880

Awesome. Thanks, Kyle!