It seems to me like the only part of a blueprint that is checked for collision is the root.
Creating a blueprint and putting a static mesh as root, will have it behave like intended, where it blocks everything. Creating a new scenecomponent as root and putting the static mesh under it will make it ignore all collision.
Without the scenecomponent as a root, I can’t modify the static mesh transform, which is quite bothersome. In addition, it means I cant have a blueprint with the collision of several static meshes at a time.
Is this intended behavior? Is there any workaround? What do I do?
For the record, I have set everything to block all and I have gone into all the static meshes and added collision. Collision works, as long as it’s at the root, but not at all otherwise.