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
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