Hi everyone!
I’m a beginner working with Unreal Engine 5, and I decided to create a small training project. In this project, I created a Blueprint Pawn and added a Static Mesh to it (a flying drone). Everything worked fine until I tried to create my own custom object channel.
I added rockets that the drone can fire, and I decided to create separate object types for the rocket and for my drone. When I created the “Drone“ object type, I set default response to “Block” by default and applied it to the drone (even before creating any collision presets). After that, everything broke — the Pawn didn’t spawn properly, the player appeared at coordinates (0, 0, 0), and only the camera rotation worked. At the same time, the output log continuously displayed the following error:
Blueprint Runtime Error: “Accessed None trying to read property BP_Drone”. Node: Set World Rotation Graph: EventGraph Function: Execute Ubergraph BP Drone Controller Blueprint: BP_DroneController
At that moment, I simply changed “Block” to “Overlap”, and everything started working again. However, I don’t really like this solution, because now the drone overlaps everything by default, and I always have to manually change collision settings everywhere.
During experimentation with custom collision settings, I also discovered that the same issue occurs when the object type is set to “WorldStatic”, while “WorldDynamic” works perfectly fine. This confused me even more, because everywhere I read about collisions in Unreal Engine, it says that “WorldStatic” and “WorldDynamic” are essentially the same — yet in this case, there’s a difference.
So my question is: could someone please explain why my Pawn stops working correctly when I set its object’s channel to WorldStatic, or to any custom object type that has default response “Block”? Meanwhile, everything works fine with other collision configurations.
One more important detail: the Pawn’s structure is as follows — in the Blueprint class, the root component is the Static Mesh. A Spring Arm is attached to it, then the Camera, and I also use a FloatingPawnMovement component. All collision experiments described above were performed specifically on the Static Mesh. I used UE 5.4.4.
Thanks in advance to anyone who can help! ![]()