Switch Device Suggestion

Currently, the Switch Device supports custom meshes for the Open and Closed State. It even supports the collision presets of these meshes, as you can see me shoot through my door mesh here while it’s open.

However, it doesn’t allow the player to pass through the Switch Device, regardless of it’s location or mesh. The Player’s own Collision is the only one not supported by the device, and regardless of appearance or mesh the player will never be able to move through the device. Can we get this fixed?
NSLSwitchDoor-ezgif.com-video-to-gif-converter

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Well, it’s hard to say why it’s happening, but the only logical explanation is that player hit something.

Add this to your player, and you’ll see what it has hit. Then edit collision so it ignores the Character

We are using UEFN :sweat_smile: we don’t have player character blueprints :sob:

Ahh, sorry. I didn’t see it’s for UEFN :smiley:

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I’ve also noticed a lot of collision issues. I can’t get creative props’ collision to turn off no matter how hard I try - I have turned off all collision related settings on the prop and all of its components that have any collision related settings as well, but still I get collision.

I dont have any valuable info about this, but why are you using a switch for this? Could you not just use a prop manipulator with the same setup and simple show/hide? Ive never seen anyone use a trigger as a A/B mesh setup ahaha creative though

Switch has a lot more control with what you can do with it! 2 Prop Manipulators would be more expensive, harder to work with and not as smooth. Switch Device also has toggle settings, save states and other things that just make it more efficient overall.

As it turns out upon further studying into this issue, it also applies to Grenades and other projectiles!