Collision issue with walls generated in Blueprint

I followed this tutorial: Blueprint Essentials: Using Loops Level Design | 10 | v4.2 Tutorial Series | Unreal Engine - YouTube
My blueprint looks the same as the end of this tutorial, using the walls (not the pillars).

Collisions work fine with my character, but I noticed that collisions do not work with physics objects on the generated pieces of the wall. The physics objects will collide with the first section if it’s set to static (the one that is placed and not generated by the blueprint).

I have made all the combinations of changes I could come up with in the collision settings. I also tried setting collision to enabled in the for loop to try to set each one, and that didn’t seem to do anything.

I’m at a loss on things to try. Any help greatly appreciated.

Hey markdj,

Is the first section of your wall your root component or are you using a scene component like in the tutorial?

-Steve

I have the scene component as root like the tutorial, does that need to change?

Edit: I tried making one with the BaseWall as root and it doesn’t seem to make a difference.

Hey,

We just tested this and it appears the issue described above is a result of the collision on the Static Mesh used. The Collision Complexity for the Pillar_50x500 mesh is set to Use Complex Collision as Simple, and this appears to not be working correctly when interacting with Physics Actors in this situation. If you set this to Default, all meshes in the chain will have collision as expected. You shouldn’t need to set the base to Static for this to work.

Our developers are looking into the issue, but until that gets resolved you can set the Collision Complexity to Default.

Hope this helps!