Hiya!
We’ve ran into a fairly interesting issue to do with sphere traces and sphere colliders in Skeletal Meshes’ physics assets. The issue at hand is that the sphere trace seems to not be detecting the blocking events correctly, sometimes doing it inconsistently and other times pretty much ignoring them. The most interesting thing about it is that using Line Trace By Channel seems to work completely fine which is quite odd..
It’s worth mentioning this issue seems to have started happening after our upgrade to 5.7 from 5.6 (which we merged to our codebase, so it’s possible this issue was caused by this merge, however we suspect we would have had code conflicts if that were the case). We’ve also successfully reproduced the issue in editor.
We’re using a custom trace channel with the following parameters (DefaultEngine.ini) and adjusted a Skeletal Mesh Actor’s trace collision responses so it blocks any events from this channel:
[/Script/Engine.CollisionProfile]
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name=“MouseTargeting”)
What we’re observing is that if the physics asset is set with spheres, when using the following Sphere Trace parameters most times the events will NOT register as blocking events which. CCD is set to Disabled for the Physics Asset and the Skeletal Mesh, and for reference we’ve provided the part we’ve added to a player controller blueprint which we’re using in the given map as well as a screenshot of a skeletal mesh actor with the TPP tutorial mesh interacting with the sphere trace while having spheres as colliders and another screenshot with capsules.
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Using Spheres in the Skeletal Mesh, only some of them seem to be registered
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Using Capsules in the Skeletal Mesh, all of them appeared to have registered as hits
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Looking forward to hear any thoughts on the matter!
Adrian
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