I am currently setting the scale on a Static Mesh component. It scales the visuals of the mesh properly, but not the collision. GetOverlapingActors will return the actors within the space of the mesh’s original scale, but nothing outside of that even if it is physically in the mesh. Scaling the mesh at runtime also has no affect on the collision’s size. For the case I am using the engine’s basic Sphere mesh.
Below are illustrated the steps I’ve taken to try and reproduce this issue in UE4.12.5:
Added basic sphere to a volume set up to react on player overlap
Image two shows the sphere at normal size placed in the level
Image three shows player entering field where sphere scales non-uniformly, yet maintains its collision:
*If this does not accurately represent how to recreate the issue, please proved detailed repro steps so that we can reproduce the issue here (Images not necessary) -.
Since we have not heard back from you in a few days we are marking this post “resolved” for tracking purposes. However, if you are still having a problem with collision not scaling with the object when triggered through a blueprint, please respond with what is not accurately repror’d in the steps above and provide clear steps on how to recreate the issue here.
After some more debugging it looks like the problem I’m having is due to scaling the object non-uniformy during runtime.
If the initial setup is non-uniform, but the scaling at run time (during tick) IS uniform there are no problems. But if, say, I only scale X and Y then the collision will not match the visual of the mesh.
Because not everyone uses the “term” collision the same way, I’d like to make sure we are on the same page… When you’re referring to collision are you speaking in terms of blocking other actors from passing through the mesh or creating overlap events like the following example, where when the mesh(cube) scales up to intersect with the player so the print string displays: “ThirdPersonCharacter?”
This post is a little old but for anyone presenting the same issues… The thing is that the collision mesh is not correctly oriented, so the axis of both are not aligned