When placing static mesh actors in a persistent level at distances ~ 1000 km from the origin I am unable to ray cast after rebasing them to at or near the origin.
I’ve tested LineTraceBy and have confirmed they have the same behavior.
This might be caused missing rebase functionality static actor collision volumes are not being rebased automatically beyond a certain distance?
However my other pawn/blueprint components that are spawned into the same distant location respect the new origin and I can ray cast static mesh components within them.
Maybe this is intentional but it’d be convenient if the operation applied to both the rendered object and the collision mesh. It seems wrong to update only one.