ChildActorComponent collision not working when scaled

I have a BP with a bunch of child actor components. One of the child actor components points to another BP which is a door. When the door BP is spawned directly in the world, the collision works - the character can not move through the door.

This only happens when I scale the actor using either the SetWorldScale3D or SetRelativeScale3D on the actor component in the construction script. If I set the scale of the actor component in the component view, it has no effect on the actor.

However, when I spawn my composite BP (with the ChildActorComponent) the collision does not work - the character can walk through the door.

If I get the editor to show collisions, the collision mesh is still correct and visible.

The door BP has its static mesh collision set to Block All.

Interestingly, the other child actors, which use per pixel collision, do still stop the player.


This probably isn’t a bug… a different child actor which doesn’t appear to use per pixel collision seems to work… Trying to identify what is different.

Update 2:

If I don’t scale the actor the collision works…

Hi thk123,

I am unable to reproduce your issue in-house. Could you try reproducing this in a new project and if you can, post a link so that we can download the entire project?

I have not been able to repro this in a new project as of yet… The scale thing is strange though - why should there be a difference in behaviour between setting the relative scale to be {1,1,1} and not setting the scale at all?

There shouldn’t really be any difference in the outcome but as far as the process goes, the more steps to get a result the more things that could go wrong.

Is this only happening with one blueprint in particular? Have you tried recreating it from scratch?

Hi thk123,

We haven’t heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with additional information.

Thanks, TJ