Basically the tile says it all. I tried setting the mesh collision channel in the C++ constructor, but the collision change doesn’t show up in any child blueprint. I tried setting both the profile name and the object type but no luck.
BaseMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BaseMesh"));
BaseMesh->SetCollisionProfileName(TEXT("Build"));
RootComponent = BaseMesh;
ECollisionChannel NewCol;
FCollisionResponseParams NewResp;
// adds the build collision as a response
if (UCollisionProfile::GetChannelAndResponseParams(FName(TEXT("Build")), NewCol, NewResp))
{
BaseMesh->SetCollisionObjectType(NewCol);
BaseMesh->UpdateCollisionProfile();
}
I don’t know if this has been fixed in newer versions of the engine, but I am using 4.27 because I needed specific plugins that didn’t work with the new engine versions. As always any help is appreciated!