Post-break Chaos debris is seemingly flouting the collision channel rules of its parent collection?

I’m having an issue where my Chaos debris is interacting with an object that I do not want it to. Pre-break, the geometry collection as a whole seems to follow the rules of the collision channel I have it set to in my blueprint - ie. if I set the collision channel to ignore the actor, the actor will pass through the pre-break collection just fine.

After the break however, things get really confusing. What I’ve been doing is changing the collision channel of the collection just before they break (and I can confirm this happens by printing out the new channel name) and I have the actor set to ignore or overlap that new channel, and the actor still bumps into the debris. The actor in question does sweep, but sweeps follow channel rules and I can confirm this by setting it to ignore the pre-break collision channel of the collection and it doing so properly.

So either A) it’s not possible to change the collision channel of a geometry collection, and by extension, its constituent debris on the fly or B) Chaos debris ignores whatever the collision channel of its parent collection is and does its own thing post-break.

Is there a tutorial somewhere that explains this? The official Epic documentation on this doesn’t shed any light that I could see (and is also outdated) and hardly of the tutorials on YouTube focus on collision post-break and the ones that do, focus on how to make the debris look better colliding with itself, not with fine-tuning how it interacts with everything else in the world.

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