Scene Graph mesh entities continue to block player movement even after collision has been disabled.
When using Scene Graph and disabling collision on a Mesh Component, the collidable settings indicate that collision is disabled, but the player still collides with the object in-game as if collision were enabled.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Scene Graph
Steps to Reproduce
1 . Create a new Scene Graph entity.
2. Add a Mesh Component.
3. Assign any static mesh.
4. Disable “Collidable” on the mesh component.
5. Launch a play session.
6. Attempt to walk through the mesh.
Expected Result
The player should pass through the mesh without any collision, since collision has been disabled on the mesh entity.
Observed Result
The mesh continues to block player movement even though collision is disabled. The collision appears to remain active during gameplay.
Collidable is for physics simulations (Which we currently don’t have in scene graph, so not much useful at all this option)
Gameplay collisions for walls, interactions and other queries are controlled by the “Queryable” option. If you disable it, the entity will properly not collide with the player on your demonstration for example.
This is not a bug, but is a common issue from devs that start working in UnrealEngine without knowing exactly the differences between both options. In the future when we receive physics or custom collision rules, probably will be more clear and avoid these points of confusion (I hope…)
Thanks for the quick reply. That does disable collisions, but it also disables the EntityEnteredEvent/EntityExitedEvent. And I need those events to trigger.
So I just assumed I’d need to disable collisions and leave this on in order to have a mesh act like a volume.
The basic_interactable_component also doesn’t work when Queryable is off.
So I need that option on in many cases, without a collision.