Static Mesh has collision when it shouldn't

Build Type: ‘Binary’ build from the Unreal Launcher

Build version: 4.22.2

Description: Sometimes a physics static mesh which has collision response set to Overlap for Pawns will collide with Pawns instead of just overlapping. This can only be reproduced when Overlap is enabled, it can’t be reproduced for Ignore or when overlap events are not generated.

Repro Steps
(See attached video for a demonstration)

  1. Create a Static Mesh Actor with the attached collision settings(or just use the attached .uasset). Make sure Generate Overlap Events and Simulate Physics are checked.

  2. Place a Character which you can control. Make sure the Capsule of the Character has a Collision preset of Pawn

  3. Make the Character walk through the Static Mesh Actor. Note that sometimes the two actors will collide and the Static Mesh Actor will be pushed. This shouldn’t happen.

Video: [CollisionBugVideo.mp4 - Google Drive][1]

Test actor uasset: [TestActor.uasset - Google Drive][2]

Collision settings for static mesh:

280152-collisionsettings.png

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

Thanks for the information, I have submitted it there too.

Hey have you found a solution for this ? I’m having the same problem with skeletal mesh