I've deleted a mesh but the collision remains

Summary

I’ve deleted a mesh but the collision remains when i launch the island from within UEFN

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Delete a mesh

(not every deleted mesh causes this problem)

Expected Result

the mesh is deleted and the collision along with it

Observed Result

the mesh is deleted but the collision remains

Platform(s)

Windows 11

Additional Notes

If i walk/run up to where it was, the screen displays “Space to hurdle” and i can’t move further forward until i hurdle over the empty space, i can even stand on it if i jump up

I’ve tried “show collision” but there’s nothing there

I’ve tried “wireframe” but there’s nothing there

I’ve tried “player collision” but there’s nothing there

I’ve tried “visibility collision” but there’s nothing there

this is an unpublished island, i do have version control enabled but to go back to a version prior to this mesh existing would remove a lot of subsequent development and i may cry

is there any way to recalculate/rebuild all collision for the map based on existing meshes?

Do a Build Landscape, see if it comes up with any red or non Null static mesh yellows
Try double clicking on the Level thumbnail in Content Browser to reload.

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i tried each of these in isolation and then one after the other

unfortunately neither of them worked

i had high hopes for the double click one as all the mesh changed colour in wireframe mode as if it was recalculating everything

thanks for the suggestions, appreciate it

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Check-in Changes now and make a snapshot…or two

If that mesh existed in your older snapshot, you could try rolling back, select the mesh, copy and paste it into notepad to get the .UASSET file name, return to your latest snapshot, look and see with windows explorer if that UASSET file still exists, if it does, then it would most likely be the collision remnants, so you could close UEFN and manually delete the file.

That’s a bit of effort and doesn’t guarantee it will fix it.

If you are forced to roll back, you can copy from one snapshot and paste into another.

Maybe there are better ways of dealing with this… what type of mesh was it, modelling mode, custom import, attached to a building prop blueprint ?
Do you have it in your project folders in the Content Browser ?

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i created the custom mesh in blender and imported it as an fbx into UEFN

i went back to UEFN to confirm this information before replying to you on here and i noticed that there was another similar mesh in the same content folder, it seems i had placed it down but then set it to invisible for reasons that i now can’t remember

so setting a mesh to invisible leaves the collision in place but you can’t see the collision when viewing it using “player collision” mode? Is that a bug or expected behaviour? Isn’t that what player collision view is for?

Anyway, i deleted it and the collision is no longer there

So thank you for getting involved, talking it through with you has helped me find the issue and saved me from having to rebuild half my map, much appreciated!!

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Oh cool, thats great news

It could be a bug, unexpected behaviour thats been overlooked… possibly related to the setting somewhere that makes invisible stuff unselectable…
but it definately should be shown in player collision view, selectable or not.

i thought it might be related to my custom imported mesh but i’ve reproduced it using a cube from the quick add toolbar

the player still hits the cube at runtime even when it’s invisible

so i think it is a bug with the “player collision” view

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Agreed, +1 vote

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