Help! Collision in during "launch" is broken

I did a quick search and didn’t find anyone talking about this so forgive me if it’s been resolved elsewhere.

I am currently making a simple top down shooter to get to grips with the editor. My problem is with my collision for the bullets and player, they work fine in the “play in editor” but not when I click “launch”. I have bullets that destroy themselves when they hit a wall but not the player or other bullets. When in launch mode they will collide with the player character and destroy themselves. It’s as if I’m not shooting at all when I move in the same direction I’m shooting because they spawn just inside the player. This also happens in the packaged game.

I’ve tried with all collisions off, the bullets will pass through walls but still nudge me. All I can think of is to spawn the bullets way further forward but it would look wrong and it should be a possible behaviour shouldn’t it?

Any suggestions would be greatly appreciated.

Are you performing any sort of setup in your BeginPlay events in both level blurprint and your actor blueprints that would break if they ran in a different order? Because I noticed that in PIE the level BeginPlay is called before my actor’s, but in “Launch” it’s the other way around.

The only thing that happens on begin play is I posess the pawn which works fine.
Ill make a new level and try running it with that.
I think the level blueprint might be corrupt, I had an engine crash and I can’t find it anywhere now but it gets a compiler error every time I try play in editor. the level was minimal_default, the one you get if you tick include starter content.
I’ll update with progress later today.

UPDATE:

I Fixed my compiler issue and the collision issue remains. The problem was dodgy code in the level blueprint, and I didn’t know how to access the level blueprint to fix it. Done now. Still have collision issue.

OK sorry for the double post but it’s been a few days now and I wanted to bump the thread and report more findings.

So I figured I had a file corruption somewhere because the engine had crashed during to me making the collision stuff. I couldn’t find anything using google so I just started over. I made a new project from scratch and got it all working. I have wasd movement and character pointing at mouse cursor on screen.

I thought instead of doing weapons I’d make a pickup that gives 2x speed for a few seconds. That works… In play in editor. The collision here is broken too. What am I doing wrong?
I have included images of my collision settings. If I disable collision entirely it doesn’t collide but also doesn’t “pick up”.
It’s the collision box that I collide with, I can tell because it is substantially larger than the pickup mesh itself.

I started this project 100% from scratch, only importing shapes and stuff from the default projects as I needed them.

My settings, everything is set to not collide unless it has to.:

Character:

Pickup:

The first thing to do is to PIE, press ~, and type “STAT FPS” and hit enter.

Now do the same thing during a launched game.

Are these numbers substantially different?

PIE doesn’t target a framerate, but launch/packaged DOES. If you’re doing your movement or any other stuff by calling an Event Tick to send pulses, you’re sending those pulses every FRAME, i.e. probably less frequently outside the editor (for me, I was getting like 122 FPS in editor, which meant that upon launching all my Ticked functions were calling half as often!)

That might not be it but it WOULD explain why something that works in-editor is broken on launch, as I know that changes.

Upon further investigation I discovered it only does it when I’m using my custom collision channels, I haven’t done the fps check but the fact that it only occurs under those circumstances rules it out as event tick. I will try it anyway just out of curiosity but at this point I don’t think it’t the cause.

Is event tick not a frame independent thing? I thought it would be. Is there an equivalent that is?

I posted this as a question on the answer hub:

There are a few more things mentioned there I think.