@Flak some interesting informations. Iāll retest again, but in the edit session the setting were defaulting at runtime, so they were on the published island (version 13). I released an emergency version 14 with a bug note for the players. Interestingly in the playtest session and with the live release the settings seems to work as expected again.
The bug is fixed in regards to new projects, but persists in existing projects.
Itās not just the vehicle settings, players that leave the vehicle are still glitched, the vehicle ignores collisions, and is (for some reason) difficult to select in the scene when using UEFN. Iām not sure if I should write bug reports for each broken behaviour?
Placing new vehicle spawners in these existing maps doesnāt fix the problem.
Shall I submit a new bug report stating that the RR spawner is broken in existing maps?
Interesting, but as noted above, it seems to only affect the edit session as itās fine in playtest mode and when released. Iāll re-test in a short bit.
I filed a report on this one already.
Not sure what you mean here. The best collision profile for static objects that should work with the RR car is FortStaticMeshPhysics.
Not sure here either, but I noticed that the sports car disappears from the outliner on my end.
Yes, itās the better practice, report individual issues instead of bundling them together, even if they can be relatively close.
I truly appreciate the detailed reply! Unfortunately itās not working for me in any mode, I may have to submit another report but itās likely that the bug is tied to something in my level and I may have to narrow it down myself.
I may record a video demonstrating everything and Iām going to have to learn the proper lingo when describing the issue as well, heh. When I said ācollisionsā I was wrong, I should have said āeventsā are not being triggered by this bugged RR Vehicle.