I have a “stage” blueprint (a small open room) with multiple instances placed in the editor. In the parent stage’s BP I have placed 20 or so prop meshes (chairs, etc) and arranged these meshes into 6 “sub-scenes”. All of these meshes are hidden, and then in the construction script I have them being revealed in groups depending on which instance they are in (by setting an editable INT variable). This gives me 6 separate stages with their own props being setup/shown dynamically in the construction script. FYI, these stages are moved in game.
It all appears great in game, but these props seem to be leaving their blocking volumes attached to the root of the the BP. This means I cannot navigate the pawn about the stages in game without colliding with an irregular invisible mass. I have tried setting the parent static meshes to “dynamic obstacle” and “complexcollisionassimple”, but these do not seem to correct the problem.
Is there anything I can do? Or do I have to go the opposite way and hide the unwanted props in each stage after play begins?