So , i have a simple door in my BP with a box collision. The box collision is referenced by a “begin overlap” and one “end overlap” in my BP. The trigger activate when the player reach the trigger volume. So far, so good. But, if my player fire your weapon, the trigger act like a wall, and this should not happen, because this trigegr is set up to “overlap all dynamic”. How can i fix that ?
Seems a big problem to me.I have this issue since 4.8.3 and i fix that (in 4.8.3) by creating custom colision and custom trace channel…but, if you plan to release a marketplace content, this becomes a BIG problem
So the main issue here is that your gun is actually firing a blueprint with a custom collision component, instead of a simple static mesh. In order to get your projectile to pass through the collision box, you need to modify the collision of the projectile blueprint.