Hi everyone,
I’m encountering a persistent issue where my procedural mesh created using the “Procedural Mesh Component” in Blueprints isn’t responding to line traces, despite seemingly having collision enabled. I’ve tried numerous troubleshooting steps, but I’m still unable to get the line trace to detect the mesh.
Here’s a summary of what I’ve done:
-
Created a Procedural Mesh:
I’m generating a simple shape using vertices and triangles in the Construction Script of my Actor Blueprint. -
Collision Settings:
- I’ve set the mesh to “Use Complex as Simple” collision.
- The collision preset is set to “BlockAll.”
-
Line Trace Setup:
I’ve implemented a line trace by channel (using “Visibility” channel) in the Event Graph of the same blueprint, starting from a point and tracing forward. -
Debug Draw:
I’ve enabled the “Draw Debug Type” for the line trace to visualize it, and I can see the line trace being drawn correctly. -
No Hit on Procedural Mesh:
The line trace hits other static meshes in the scene, but it completely ignores the procedural mesh. -
Additional Tests:
- I added a bouncing ball to the scene, and it correctly collides with and bounces off the procedural mesh.
- I can walk on the procedural mesh using the player pawn, confirming that basic collision is working.
- I’ve tried different trace channels and object types, but the result is the same.
- I even tried replacing the procedural mesh with a simple box collision mesh, and the line trace still fails to detect it.
Here’s a screenshot of my Blueprint setup:
Link to a video:
Recording 2025-03-11 210838.mp4