As far as I can tell they are identical. Yet one will find the character the other hits nothing. Debugging the first branch on the bottom image always is false, even though the sphere is visibly overlapping the same exact space. What gives?
Hmm. Did you try turning off ignore self? We’re going to need more context here. It’s hard to tell because yes- it doesn’t make sense that it wouldn’t detect in a vacuum- we need to enlarge scope. We need more details of what the second object might be, what is needing to be detected, et cetera. You say it finds “the character”, is this the player? Another character class object in the world?
Get back to us with a little more info and let’s see if we can’t figure this out.
My understanding is that it shouldn’t matter WHAT object the sphere cast is on or that objects settings. I see the debug sphere in the world when at the correct location when the script is triggered.
For my use case I could just not use the sphere cast and do collision instead, but I’m just so stumped as to why it wouldn’t work.
In general, I’m finding PHAT collision behavior on characters odd so maybe related? I’m using a Physics Asset Override on the skeletal mesh for the character. As a result the asset collides as if it was a “PhysicsBody” regardless of what I do to the mesh in the blueprint.
e.g. if setup like this
Maybe I’m not understanding something about the PHAT? I find it odd that there is no way to change what layers the physical asset collides with as the colliders on that asset cannot be set to be on a custom collision layer for example.