Hide method leaves collision on creative_prop

Reference ID

b71fa270-4366-7a75-6404-f4bd2f0591be

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Summary

The .hide method on creative_prop does not remove the collision in most cases.

Steps to Reproduce

Put the props in place
Call the .hide method on them
Check for a collision

Expected Result

Collision should disappear completely as specified in the api of the method.

Observed Result

The collision on most props is on concealment.

Platform(s)

windows

UCB-1284 incident has been created. Status is ‘Awaiting Validation’.

This issue unfortunately still exists and it’s pain

Bumping this, as props still have collisions after hiding them. I read from another post that
“You have to go in to your prop and remove all collision settings I believe. I really mean it to, every single “collision” setting has to be turned off in the prop, mesh etc”. However this solution does not translate well to hiding on-demand through Verse, as you can’t really modify the collision properties through Verse yourself. A workaround would be to replace the prop with another one without a mesh and collisions, but for my use-case this would be too resource heavy and cause lag issues.

Furthermore, official documentation lists that hiding a prop through Verse should already have this functionality implemented (disabling collisions):

# Hides the `creative_prop` in the world and disable collisions.
Hide<native><public>()<transacts>:void

is it not being handled correctly?

Could you not dispose/spawn them ? I’m sure this would guarantee that no collision was in existence as the prop wouldn’t exist. Unsure what your fully doing so this might not work for you but worth a mention

if you hide either meshes or props via their properties in UEFN, it doesn’t remove the collision either

the hint references “setActorHiddeninGame”, i couldn’t find any reference to that in UEFN but UE has something similar, watch the video above, he says that “hidden” is more for debug purposes and that there is a separate method to deal with collisions, unfortunately it doesn’t look like they ported that method over to verse

for what it’s worth i agree with you, collision should be dealt with when you hide it in verse as per the code comment but they can’t change that one now since it would break existing usage but they could at least introduce a new method to handle collision

Hello @QuestBoxFN , could you please start a new thread so we have the latest information? Thank you!