Inconsistency in Rocket Racing vehicle collision

Summary

The vehicles and props don’t take damage in a consistent matter. I’ve found a threshold of 400KPH to be the difference. Let me explain.

Whenever I’m in the edit session, no buildings take damage, regardless of speed and settings such as booleans that allow props to take damage. This became an issue when I published or even uploaded a private island as there were some parts of my RR track where the players had to traverse through props or prefabs and when doing so, the prop meshes disintegrated, leaving a whole in the track essentially.

The island settings of ‘Vehicle Impacts Damage Objects’ boolean seems to have no effect.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

World Building

Steps to Reproduce

When in a live edit session,
ALL props/prefabs take NO damage regardless of setting. This results in players being able to drive on those props and if they run into them head on, destruction of the vehicle. I haven’t tested this with imported static meshes.

In a private playtest or published island,
only those actors that have ‘Can be damaged’ to false can be driven on.
Collide head-on with prop above ~400 KPH, vehicle is destroyed even if prop’s ‘Can Be Damaged’ is true.
Drive on prop in a non head-on collision (parallel as if it were part of the street) then the prop is damaged and destroyed if the prop’s can be damaged is true.

Expected Result

I would expect that the edit session and private/published islands behave the same, in that if ‘Can be Damaged’ is true, then those props will be destroyed by any collision.

Observed Result

In a published island, props take damage or not depending upon the angle of collision and speed. Even if ‘Can be Damaged’ is true, if the player collides with those props fast enough and at the correct angle (head-on) then the player’s vehicle will be destroyed. All props can be driven on in edit session.

I was able to find at least one prop, the purple coral at the beginning of my track, that I could collide with and never get my vehicle reset, regardless of speed. I charged at it at 650+KPH and just stopped instead of being destroyed. This could be due to the collision box of that item and it never being perpendicular enough (head-on) to cause a destruction, but that’s just a hunch; the object is quite round and may not have a large enough face.

Platform(s)

I believe testing this private island or published island would result in the same experience regardless of the platform. I’m pretty sure I tested it on the Switch and PC. The edit session behaves differently. (Verse code also works in edit session but does not work in private uploads or published island. I’ve put in a feature request for that.)

Island Code

9871-1463-5214

Additional Notes

I have tested this in another creators map called ‘Tilted Towers Circuit’ Island Code ‘2303-5452-3842’. I don’t know this creator or the settings that they have on their map. But it was here where I tested the speed. I noticed that my car didn’t always get demolished when I collided with a mesh, just as Heather and I saw during a video call when we were exploring this. I did more testing and recorded the process. It seems that if the car is going less than 400 kph then the building gets destroyed and if it’s more than 400 kph then the vehicle gets destroyed and reset. Although this kind of make sense in a real world scenario, meaning that if you were going a certain speed your car would get destroyed, it doesn’t really apply here I don’t think and it’s probably not the intended result. I actually captured a screenshot of my video showing the car being demolished at 394 kph. But the speed is definitely a factor. I’ll try to upload the screenshots and videos but I’m not seeing an area to do so.