Any collision channel changes on the Static Mesh Component of an Epic Games made Fortnite prop do not work in game.
Additionally, the stopgap “No Collision” option to turn off all collisions on an Epic made Fortnite prop does not work correctly.
It is weird because this is only an issue with Epic made Fortnite props.
Custom imported assets, and static mesh component collision channels of blueprints work correctly.
The only work around I can think of is to rip assets from the game and make blueprints for each item.
Epic even suggests doing this as a solution for using Epic Games made Fortnite props with Scene Graph (for now).
Please fix this long standing, well documented and previously reported bug. I do not want to have to resort to ripping Fortnite assets
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Drag any FortniteGame.FortPlaysetPropItemDefintion prop into the scene.
Either change the collision channel to “No Collision” on the instance’s StaticMeshComponent, or, check “No Collision” under the “Mesh” category on the instance.
Start the game.
Expected Result
The player or collision object type should pass through the prop (not collide).
Observed Result
The player or collision object type collide with the prop, but ONLY while moving (walking/crouching/jumping. Looking around is fine). Collisions seem to rapidly turn on and off, resulting in “glitchy” movement and the incorrect collision behaviour.
The same thing is happening to me with the Swamp Nature Gallery. I checked no collisions, which didn’t work. I went into the static mesh and changed the collision to NoCollision, but after pushing, it changed it back to custom.
Posting the old ticket here for tracking. We were unable to reproduce this here, but we’ll take another look. I’ll let you know if we need more info. FORT-861812
Hey @Flak
Is there any update on whether someone is looking at this?
Being able to turn off collisions for some props is really critical for the map I’m making.
Here is another report from the past if it helps:
Just checked up on this today. The collisions still behave incorrectly, the same as in the video I posted a month ago. @Flak Is there anything I can do to help or give more info?
With the 36.20 update, a fortnite prop’s “no collision” checkbox on the instance once dragged into the editor has been fixed and works correctly. Thank you.
However, a blueprint class “building prop”, inherited static mesh (SM) component’s collision channels still do not work correctly.
In addition, a blueprint class “building prop”, class defaults “No pawn collision” checkbox still does not work (and probably the rest too). Checking them still produces the same glitchy collision behaviour, regardless of the inherited SM’s collision channel preset.
It’s annoying because if you use the workaround, the SM with no collisions is not the interited SM and you cannot access it and its properties in code.
The issue clearly lies in the parent class (building prop) not enabling collision presets on the SM, as it does work with non-inherited SM’s.
Collision presets are very important! The base game has over 110 of them and uses them all the time. I know they eventually want to depreciate blueprints in favor of scene graph, but it would be nice to have consistency across all of their systems (this is not an issue in Unreal Engine).