I have spent at least 8 hours trying to get to bottom of this bug, I’ve been through a million permutations of problem, but hopefully I’ve finally got steps nailed down.
To repro: Create a new project based on TPP. Import an an image, create sprite, and create flipbook for it. Set collision bounds on sprite and flipbook to use first frame as collision.
Create a new BP, say BP_Test. To this add a single flipbook component. It should be Movable by default, double check this. Under Sprite, select your new flipbook. Enable Generate Hit Events. collision should be BlockAllDynamic by default. This BP needs no code.
In TPP character blueprint, add following code:
Now drag at least one copy of BP_Test in world. Run game and bump into this object. You will see errors in output and message logs that it couldn’t move object because it is static. Even though everywhere you see in editor it says its movable, if you put in debug prints it will say its movable etc.
Press F to dynamically spawn a BP_Test in world. If you run into this one, it reacts properly with no error messages.