No Collision on Physics Object

So, my player can carry a torch to light the way. I can run over the box trigger and it picks it up and attaches to my character just fine. When I drop it, temporarily set to key X, the torch falls through the floor of the world. The floor is actually a CSG box for now, so it has proper collision, as my player doesn’t fall through. The torch mesh has collision set up and enabled. The collision settings on the mesh in the blueprint are set to IgnorePawnOnly (had to use this because otherwise my player couldn’t move while holding it for some reason). I’ve tried setting it to BlockAll before dropping it and nothing. The torch falls through the floor. This is the blueprint I’m using (called from the Character Blueprint when the X key is pressed).

I’m not sure why this is happening. Mesh has proper collision (capsule), collision is turned on, floor has collision, torch falls right through. I’ve even tried CCD as well as a bunch of other settings and still falls through. I’m confused lol.

Hello,

Maybe a hidden setting of your floor is the trouble. Have you try it on block all too to see ?

have you try to let it down on something else (a plan mesh a bit upon the floor, another floor with basic settings) if same thing happens with different floors / items, trouble is certainly torch, if not i would blame the floor (but silently to not look like crazy ^^)

Inhope you’ll find the solution.

I’ve had issues like this before and never really found a fix. Try limiting the max velocity of the torch and see if it still goes from the floor. I find that if the FPS drops too low the engine sometimes skips collision checks for some actors. (appeared that way for me anyway)

Another thing to note as well is the size of the collision on your mesh. Actors with smaller collisions are more likely to fall through the floor.

@Fen: BlockAll has been tried as mentioned in my first post. I’ve also tried to use a static mesh in place of the floor, torch still falls through. Problem is with the torch for sure I just don’t know what the problem could be.

@pattym: The max angular velocity of the mesh inside my blueprint is grayed out and I can’t find anywhere else to be able to edit that value. It’s set to 400 which I’m assuming is default. The collision on it is pretty decent size… not extremely small.

I dont know what to say to help; Maybe when you detach it, your torch stops being recognized or something like that. Maybe a stupid idea but if instead of detach you destroy the falling torch and spawn a new one but as a unique mesh not part of another one at same place … (only idea i would try if i was in your situation, nothing more)

Agreed. See it is definitely something to do with the blueprint. I placed the static mesh by itself in the level and turned physics on and it hits the floor just fine. But when in the blueprint it goes through the floor. The blueprint is definitely the culprit somewhere but I’ve tried everything I can think of and nothing fixes it.

Never mind, I fixed it. It seems like for some reason collision was being disabled somewhere behind the scenes (I had nothing removing collision in blueprint). Adding a Set Collision Enabled node and “turning collision on” (even though it was already enabled) seemed to fix the problem. Very weird but at least it’s working. I am curious what would have been causing that though so if anyone can figure out the root cause, it’d be much appreciated!