When using a dedicated server and a class with an explicit Tick Interval set, if the class' overlaps are updated in the begin overlap event, in a non-consequential way(changing collision profile in such a way that the overlap should be unaffected) then sometimes the overlap state will be incorrect and an end overlap event will occur when it shouldn't.
From UDN:
I have created a clean test project that automatically runs through a lot of test cases in order to reproduce the issue.
You can find this project here
https://github.com/erebel55/OverlapBugDirections for usage
1. Open project
2. Run dedicated server checked
3. Click playSome of the cubes will turn red, which means that they had their end overlap called incorrectly. You may have to run it a few times to reproduce but in most cases it will occur the first run.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-82617 in the post.
5 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.23 |
Created | Oct 28, 2019 |
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Resolved | Aug 27, 2021 |
Updated | Aug 27, 2021 |