So the problem I have is the collision of a child component is not getting updated when moving it’s parent.
The hierarchy goes like this: Component3->Component2->Component1(Main Parent)
Moving Component1 works as intended, all children are moved appropriately. Moving Component3 also works as intended, its collision moves as expected. Moving Component2, the middle man doesn’t update its child which is Component3 leaving it stuck behind its actual position.
Resulting in this behaviour, which I cannot find a way around without calling updates on all children, which is a pitfall because it is expected to have 20-30 children at least (You are able to assemble mechanical things, like vehicles and other similar objects).
For more information, these are attached using AttachToComponent without automatic welding and their roots are the static mesh components, they are also welded using WeldTo and bWeldToKinematicParent is true.
Worst of all, if I update a variable on Component1 the main parent in PIE, the collision of Component3 gets completely removed. I have done some digging and this is because chaos recreates collisions (for some reason) and that doesn’t take into account the child of a child. Only way to get it to realise that there is more than one child is to then manually update the children in PIE.
Due to these issues and no real workaround as far as I can find, I really contemplate making this project in Unreal Engine sadly.