Changing collision mesh along static mesh with Blueprint?

HI, I’m changing an Actor shape in-game using “Set Actor Scale 3D” but the collision mesh of the Actor remain the same!
S0, how can I change both (Static Mesh AND Colission Mesh) with Blueprint?
I’m sorry for the noob question but I haven’t found a solution anywhere…

Hey @ReelaXXXX how are you?

First of all, be sure you are using the node “Set Actor Relative Scale 3D”, and, if you are multiplying it, before setting it, remember to use the “Get Actor Relative Scale 3D” node.

If you are already using that, please share some screenshots of your blueprint so I can check it better and keep helping you!

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Yes @BRGJuanCruzMK, I was already using it and there it is! It’s just a simple BP with nothing else than that for now.
Maybe it’s intended that changing the scale doesn’t change the simple collision mesh? I don’t know…

But maybe there are other way to change Scale AND Collision Mesh with BP?

Hello again!

Ok, in that case, the next thing we should check is the order of the components.

In my example, the collission box is child of the Defaul Scene Root as well as a custom pivot (which is a Scene Component) which works as parent of my Mesh:

That should change the size of both components at the same time!

Try to use that same order and let me know if it works!

no, it doesn’t solve anything… like you can see in the image the collision capsule is smaller than the “laser” and this is the order of the components:

Hello again!

Have you tried the order shown in my previous message?

It’s really important to set the Scene component as parent, the Collision as child of that Scene component, then a new Scene component (named Custom Pivot in my example) as a child of your main Scene component, and lastly, the Mesh as child of the newer Scene component (the custom pivot).

You can add the Scene components in the same way you add any other ocmponent:

In your image, your Mesh is set as the Parent and your Collision as a child of it.

I hope I have been clearer this time!

Nothing… it’s the same as before even changing the order of the components! Maybe I’m going against the engine, I don’t know…

I have solved passing to a Box Collision Component from a Capsule Collision Component… I really don’t know the reason the box collision is ok and the capsule not and if someone can point out why I would be really glad to know but, for now, well.. it’s solved! :roll_eyes:

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