I have a strange case where collision stops working after a while.
A conveyor belt moves items across a spline. Items should not move further if the position is blocked by another item. I want to do this without physics because precision is important in this case.
My Setup:
- The Item is an Actor Blueprint with a Box Collision as Root Component which is an “Item” Object Type and blocks only “Item” Objects Types
- Conveyor Belt is an Actor Blueprint with a Box Collision that overlaps “Item” Object Types and move them on Tick
- Item Movement is done with Set Actor Location and Sweep which is calculated by a direction and speed
This works until suddenly the Item collisions stop colliding and the entire Items move to the end of the belt and overlap each other.
What I have tried so far:
- Replaced the Box Collision Root Component of the Item with an actual Mesh with Simple Collision (Cube)
- Added a Multibox Trace for Objects before moving the Items to check if there is no other overlapping Item that blocks the movement
- Added a delay between moving each Item
- Replaced the Movement with an AI “Move to Location”
None of the above solutions make any different. The collision seams to not hit anymore after a while.
See it in action in this Youtube Video
Could this be a bug?