Description

Physics actor attached during runtime doesn't have proper collision

User Description:

It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) is not working at runtime.

Well. In fact, it seems that in C++, it would come from the "AttachRootComponentToActor" function.

In BP, if calling AttachActorToActor in the BeginPlay sequence, it will work properly and the "Weld Simulated Bodies" option will work as intended. On the other hand, it you put it anywhere else, like on a key event, it will attach it but the bodies will not weld and the target will not have collisions (when the parent will still have).

Steps to Reproduce

1. Download the users test project from here: [Link Removed]

2. Once opened, press Simulate

Results: What the 2 boxes that are separate from the rest, clip though the floor

Expected: For physics objects attached during runtime to collide with Static Objects

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

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Fixed
ComponentUE - Gameplay
Affects Versions4.9.2
Target Fix4.12
Fix Commit2847250
Main Commit2855709
CreatedOct 14, 2015
ResolvedJan 28, 2016
UpdatedApr 27, 2018
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