An issue I have come across is that when the user changes the collision presets of the static mesh component, in the details panel, to “No Collision”, this function doesn’t work. It will consistently revert back to FortBuildingMeshPhysics, or whatever setting it has by default. This is an issue specific to Fortnite props. Custom assets being imported to UEFN are not affected by this.
Is this a function that can be changed for future use? When creating a world where the player is small and the models are larger than normal, the collision needs to be changed because many objects, such as a table and chairs, have a simple box collision (referring to fortnite assets) and a player can’t move under these objects as a result. If this function could be implemented, then the user can use blocking volumes to create their own collision, if changing the mesh’s collision is never an option.
Just want to note that Im still experiencing the above. Turning a UEFN objects collision from FortBuildingMeshPhysics to WaterBodyCollision. It does not reflect those physical “water” properties and then revers to FBMP. (March 2024)
Hi!
Still experiencing this with imported mesh in v33.10
Current workaround:
When using modeling mode and creating custom box for blocking volume then setting to invisible in game, corrected the collision presets reverting to an undesired state (in my case blocking)
Is this still being worked on?
Does the team have a ‘best case solution’ to share?
I am having to onboard students and want them to know the correct technical details behind why this does not work and how to fix ‘for now’.
Thanks so much.
***I did feel like i was going a bit crazy until I discovered my collisions presets were reverting… ideally like to prevent anyone else from this experience.