Static mesh in blueprint doesn't block visibility

Since one of newest builds, I have a problem with visibility not being blocked when a static object is inside a blueprint, same object placed on a level without a blueprint works ok.

Repro steps:

  1. Create any static mesh and check that it properly blocks visibility
  2. Create a blueprint based on same object and place it on a level, notice that it does not block visibility anymore even though collision properties are set to block visibility

Hi Ozzie,

I haven’t been able to reproduce what you’ve described in 4.7.6. To test, I used FirstPersonCube_Rounded mesh in a new First Person Blueprint template project. I created an Actor Blueprint and used mesh as a component with Visibility blocked in its collision. I did a line trace for visibility, and trace stopped on BP every time.

Which version of editor are you using? Can you give me some more specific steps to reproduce this behavior? Thanks!

Is it possible you were placing mesh and doing trace from same blueprint?

If so, try selecting line trace node and unchecking the “ignore self” option at bottom

Hi Ozzie,

We haven’t heard back from you in a while, so I’m resolving this post for tracking purposes. If you’re still experiencing this issue, please feel free to respond with information requested above (by both myself and RyanB), and we can continue investigating. Thanks!