SetMesh for a prop

Hello, today I’m working on a mechanic where you switch one mesh to another by pressing a button.

This part works just fine, but… I have two different meshes — one should have no collisions, and the other one should have collisions. When I press the button, the mesh gets replaced correctly, but the collisions from the previous mesh are still active. Am I missing something, or is this intended behavior?

Am I missing something, or is this intended behavior?

Not intended, providing it’s done correctly.

  • have you ensured the other mesh has no collision, if so - how?
  • how do you replace the mesh?

Here is my setup:

1º Static Mesh ( With collisions )

2º Static Mesh ( Without collisions )

This is the “Ghost” mesh, its just duplicated static mesh from the first one but this one have NoCollisions as Presets and no Primitives.

And there is my setup in verse:

@editable
InvisibleProp : mesh = Meshes.Cooperative.SM_Coperative_Ghost

@editable
VisibleProp : mesh = Meshes.Cooperative.SM_Coperative_Default

UpdateMeshes(Agent:agent):void=
  for (Prop : Props):
      Prop.SetMesh(InvisibleProp)
      Prop.SetMaterial(GhostMaterialColor, ?Index := 0)

( i just subscribe to a button interaction and run the updateMeshesh class)

The Props array is an creative_prop blueprint asset with a default mesh

This is the collision config in the blueprint, it was default but tested it aswell with Custom Presents but still when i switch from one mesh to another the collision persist at the prop

Yeah, wish this post was flagged as verse / uefn… which I don’t do. Can’t help.

-edit: thanks for adding tags

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