This is a fairly common question, I know, but I have not seen an answer that suggests a workaround. I have seen “this isn’t supported” stated in a few different ways.
I have multiple actors with collision shapes. They collide just fine on their own, but when they are attached to each other, collision stops working. What I have gathered from the other threads on this issue is that there is no “sweep” performed for attached actors.
I desperately need a workaround for this. Can anyone suggest anything that might work? At this point, I’ve lost over a week of work and am still stuck.
I am attaching the actors using the simplest method I know:
AttachRootComponentTo(root_actor, NAME_None, EAttachLocation::SnapToTarget);
I can post any other code that might help explain my particular situation, but there’s nothing fancy about it. It’s just a bunch of actors, each with one static mesh component, each with a custom collision shape, attached using the code above.
I am not using Physics, only the absolute basic collisions. I just need to have a method called when these attached actors collide.
I’m willing to hack around in the engine code to fix this if someone can point me to the right code. I am currently looking through USceneComponent::MoveComponent() but it isn’t very clear to me, yet, how/where the attached actors are moved.