Physics Object Blueprint has no collision detection

I had an original set up where any static mesh actor that came into contact with a trigger volume would be launched into the air. I wanted all Static meshes that are launched into the air to be the same so I created a blueprint . So far I have not managed to get the trigger to detect when the Blueprint touches the trigger volume.

Do I have to do anything different if it is saved as a Blueprint?

Hey Jonathan,

I noticed you are checking the class type to make sure its an StaticMeshActor. I believe as a BP the class is an Actor, also I think your test class should be the objects class as it will check that to see if it is a child of the parent class. Let me know if that works, or you have any questions about this.

Best Regards,

Ryan

When it is saved as a blueprint I can get it to recognise the collision by having a box component attached with the collision set to OverlapAllDynamic.
I want to be able to launch the object in the air as well. This is the layout I have been using that works when it is a Static Mesh with Simulate Physics Turned On. When I used the same Actor saved as a Blueprint it will not launch the object. I have tested in Level Blueprint and the event is being activated so I am not sure what the problem is.
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Hey for some reason that image isn’t showing up. Could you try attaching it again? I’d like to test your setup and see if I can replicate your results.

Best Regards,

Ryan

So I attempted to recreate your set up as it was and dropped a static mesh with physics turned on but it didn’t seem to bounce or detect it. Could you recommend a static mesh from the engine that seems to work fine but doesn’t work when you make it a BP?

Best Regards,

Ryan

This is the mesh I have been using Dropbox - Error - Simplify your life

I can get the collision detection to work in Level blueprint , but not in a saved blueprint.
I also want to be able to launch the blueprint in the air which so far I have not been able to do in either a saved blueprint or level blueprint.

It is working now there was a conflict that occurred when there where two different actors overlapping.

Hi Toxic.Games,

I’m glad you were able to identify the issue. If you need additional assistance, please respond with a comment.

Thanks,

Sean