[4.8p3] UProceduralMeshComponent's LineTraceComponent method doesn't work in packaged builds

LineTraceComponent doesn’t work in Packaged builds for me but works fine in the editor. I’m creating my component in C++, setting it to enable collision QueryAndPhysics, collisionobjecttype ECC_PhysicsBody or ECC_Visibility, CollsionResponseToAllChannels ECR_Block. This code seems to work perfectly in the editor but neither a LineTraceComponent in C++ or in Blueprints works in a packaged despite working perfectly in the Editor.

const auto playerController = GetWorld()->GetFirstPlayerController();
const auto cameraManager = playerController->PlayerCameraManager;
const FCollisionQueryParams LineParams(FName(TEXT("ComponentIsVisibleFrom")), true, NULL);
FHitResult OutHitResult;
bool hit = procmesh ->LineTraceComponent(OutHitResult, cameraManager->GetCameraLocation(), cameraManager->GetCameraLocation() + (cameraManager->GetCameraRotation().Vector()*100000.0), LineParams);

There are a few physics related errors that pop up at runtime and at editing time that might be related:

LogPhysics:Error: Attempt to build physics data for /Game/Maps/Map.Map:PersistentLevel.MyObject_C_0.procMeshComponent.BodySetup_3 when we are unable to. This platform requires cooked packages.

LogActor:Warning: Natively added component (MyObject_C_67.DefaultSceneRoot) was left unattached from the actor's root.
LogPhysics:Warning: PHYSX: ..\..\PhysXExtensions\src\ExtRigidBodyExt.cpp (217) 4 : computeMassAndInertia: Dynamic actor with illegal collision shapes
LogPhysics:Warning: PHYSX: ..\..\PhysXExtensions\src\ExtRigidBodyExt.cpp (266) 4 : PxRigidBodyExt::updateMassAndInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)

Hello ,

I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so could you provide a detailed list of steps in order to reproduce this issue on our end?
  3. Could you provide screen shots of any code/blueprints that may be involved with this issue?

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.