Unreliable Overlaps with Welded Primitives

Hello there,

After a few hours of testing, I am convinced to have discovered a bug related to welded primitives.

In my particular example I have a VR project with a sphere trigger attached to each hand. If I now grab any welded primitive - root or welded prim - then try to grab the welded prim (important: not the weld root), it will not be considered overlapping my sphere trigger. Furthermore, both the trigger’s begin overlap and end overlap events are called for each frame for the duration of the overlap.

If I now release the object again such that no more overlaps should take place, I can grab both weld root and welded primitive again, and the cycle continues.

Note that the welded primitive still has collision. Attached to my virtual hands are models of the controllers with collision setup, and I can push the welded primitives away with one hand while held with the other.



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Hi, have you created a report on this bug? I have the same issue on 4.22. I can add that, if you’re not moving welded primitives, they seems to have correct overlap. When you start moving it (for example with the second hand), overlaps go crazy, firing Begin/End overlap events

Unreal Engine Issues and Bug Tracker (UE-60135) - found this issue. Looks like it’s the same problem here (welded to A < B < C; A, B have correct overlaps, wether C doesn’t). Is there any update on this issue? Interface for PhysX was rewriten in 4.21. Maybe this will be solved in Chaos? Any news?

Sorry, my Bachelor thesis has kept me occupied over the past few weeks and I had not been able to report the bug on the proper site.

I have also not found any time to work on my personal game project again and have not even upgraded my engine version since its release, nor do I think I’ll have the time any time soon. If you have some time to test yourself and report back, I would greatly appreciate that. :slight_smile:

I don’t think that report can help, because essentially it will be the same as UE-60135. It would be great to here from Jeff how it’s going on with this functionality.