WheeledVehicle: Collision shapes set to overlap are blocking instead? (4.8)

I noticed that in 4.8 when adding a collision shape to a vehicle that is set to overlap (not block), it still contributes to their overall collision shape. For example, I created a vehicle and added a box component to it. The box component overlaps all dynamic and shouldn’t block. In-game, it blocks! This is only for vehicles, not normal actors and I suspect it has to do with the vehicle movement component detecting an overlap and resolving it because it thinks it is causing the vehicle penetration. Is anyone else having this issue?

To reproduce: take a wheeled vehicle, add a BoxComponent to it and set it to Overlap All Dynamic. See in-game if it blocks.

Hi,

This is a known bug that’s been fixed, but not in time for 4.8
A workaround is to find the box and turn off auto weld.

Sorry for the trouble!

Hi , thats good to know. Thanks!

Hmm, the comment for the Auto Weld option says: “If true and attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision and body settings are determined by the root.”

In that case the blocking behavior is as expected, its just unfortunate that auto weld is enabled by default. Do you know what the fix was?