I am also having this same issue as of 4.20.1; it seems there is a little bit of a workaround by using PostEditChangeProperty as done in that forum post to change the collider class at runtime and making the collider the root component every time a specified shape property changes, but this is still really messy, and it’s proven incredibly cumbursome and not very robust. Is there a good reason that we can’t use polymorphism and hold a default UShapeComponent* to some arbitrary UShapeComponent type and then swap other UShapeComponent types on a per class basis?.
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