i noticed a problem with Procedural Mesh Component, if i manually place an actor with it into the map it lost his collision in the packaged project.
This NOT happen if you spawn it in the map with a spawner.
Step to reproduce
1) Create a Blueprint actor with a Static Mesh and a Procedural Mesh Component and on event Begin Play use the “Copy Procedural Mesh from Static Mesh Component” node like this (remember to check “Allow CPUAccess” in the Static Mesh editor):
3) Place both in the map and play in editor, all collision will be ok, now package the project (or Launch on Desktop) and you will notice that the collision of manually placed actor is gone.
Video demostration. https://www…com/watch?v=hpW2LAvo4-o
Occur in my testbed project, replicated it in a clean, blank project with only starter content and still happen.
Happen with any procedural generated Blueprint, both if you use the “Copy Procedural Mesh from Static Mesh Component” node or the “Create Mesh Section” node, note that i checked the Create Collision checkbox in any case.
I’m packaging for Windows (64-bit), happen in both Development or Shipping buid configuration.
meanwhile i discovered that if i move the code from BeginPlay to the Constructor Script all work fine, the problem persist if i generate the Procedural Mesh on BeginPlay and i manually place it into the map.
It may be due to the immediacy of begin play, try adding a brief (.5 second) delay before your code in your begin play, do you see the same errors occur?
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I had the same problem, no collision at all no matter how hard I tried until I edited collision on static mesh from which I copied the mesh.
I really cant tell you what exactly I have done, I just played with some settings here and it started to work (removed collision, applied again and so on, tried different types etc.).
While playing the game “Simulation”, “Standalone”, or “New Editor Window”, the mesh collides with the player object, but when "Launch"ing the game, no collision meshes seem to be present, and no collision takes place.
Don’t call copy procedural mesh function in Construction,Add procedural mesh component and call “copy procedural mesh from static mesh component” in Event Begin Play.