I have a BP which constructs a structure of objects, like a level/building - using modular components. As components are laid out, before the next one is added they are checked for collisions. If there is a collision, the BP destroys the actor and tries to load another class of object in the place until it succeeds or runs out of compatible components.
Overall this works, but not as well as I would like. Using my meshes, i’d prefer to use complex collision boxes to detect overlaps, but I can only get the detection from simple collisions boxes. I’ve tried auto-convex, high accuracy and just about anything I can think of, but when I swap the mesh complexity to ‘complex as simple’ nothing with trigger.
Right now, I am using ‘simple and complex’ but this presents more problems in that with the double-overlay of collisions.
The forum image upload/linking seems to be broken, so i used imgur:
Here you can see the settings, and that despite the obvious overlapping shown by a flicker of the purple/grey mesh, the print string for ‘overlap’ is not triggering but instead the false. When switched to a simple mesh, it works fine.
Is this a bug?