This isn't a bug and was reported falsely. You need to enable collision on the specific LOD that your are using for this to work.
When choosing LODs for per-poly collision the static mesh stops blocking actors in the level. I tested this on 4.13 preview 1 and it is still an issue. I used the 3dsMax workflow for this process https://forums.unrealengine.com/showthread.php?56777-Photons-Be-Free-Mini-tutorials-and-other-curiosities&p=227697&viewfull=1#post227697
RESULT
The mesh no longer has collision
EXPECTED
The mesh uses LOD1 for per-poly collision
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Hey, why do i get this when i snap two similar meshes together?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How does TextureRenderTarget2D get TArray<uint8> type data?
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
LineTrace dint work in Multiplayer?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.12.5, 4.13 |
Target Fix | 4.13 |
Created | Aug 11, 2016 |
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Resolved | Aug 12, 2016 |
Updated | Apr 27, 2018 |