GeometryCollection actor not reported by Overlap test in Editor

When using an Overlap test in the Editor, GeometryCollection actors are not reported. They are reported at runtime (e.g. in PIE, SIE or in a game build).

For other actor types, the Overlap test works as expected in the Editor.

We rely on Overlap tests to detect objects for collection when building our navigation graph in Editor. Is it possible for these actors to be included?

Steps to Reproduce

  • Create an actor with a blueprint function that performs a Box Overlap Actors and logs the results.
  • Allow the function to be called in Editor
  • Place an instance of the actor and a Chaos GeometryCollection actor in the level
  • Run the query in the Editor and see the GeometryCollection actor is not logged
  • Go into PIE mode and run the query again, and see the GeometryCollection actor is logged.

In the attached project, the PhysicsQuery actor has a function called Query that can be run from the properties panel. Running in Editor logs:

LogBlueprintUserMessages: FloorX=0.000 Y=0.000 Z=-0.500whereas running in PIE mode logs:

LogBlueprintUserMessages: FloorX=0.000 Y=0.000 Z=-0.500 LogBlueprintUserMessages: GC_Cube3X=-1190.000 Y=-60.000 Z=50.000

Hello [mention removed]​

Thank you for reaching out.

Also, thanks for the repro project; it made it easy to understand your predicament.

Indeed, the Geometry Collection is only being hit by the Box Overlap Actors query when the game is running.

You mentioned using this to build your navigation…

Have you tried these options in the GC that are related to Navigation:

[Image Removed]

Also, did this functionality work in previous Unreal Engine versions, and stop working once you updated to 5.6?

Let me know; in the meanwhile, I’ll be investigating if there’s a way to enable this.

All the best,

[mention removed]​

Hi Rafael,

We hadn’t tested with GeometryCollection actors before, but I have just checked and the behaviour is the same in UE5.5.

Sorry for the confusing mention of navigation - we are not using the Unreal navigation system (which does pick these actors up correctly). Our company makes a 3rd party navigation system (Mercuna) that builds its own navigation graph. We use physics tests to identify actors that have geometry that should be built into the navigation graph.

Cheers, Mike

Hello [mention removed]​

Thanks for the clarification.

Indeed, the GeometryCollection components are only registered during play, so they are not caught by BoxOverlapActors during Editor-time.

I believe the best workaround would be to gather every GeometryCollectionComponent in the scene and check against its bounds instead.

Something like this:

[Image Removed]I’ve tested it, and it was able to catch the GeometryCollection actors, even at Editor time.

I’ve updated the demo project you shared and attached it to this reply.

Please let me know if this is useful to you.

All the best,

[mention removed]​