Our game has a pretty simple collision setup where the RuntimeMesh collision is enabled for Spine characters and objects that cause damage (weapons, projectiles, whatever) are wrapped with ue4 collision spheres. On overlap, the damage and other effects are calculated and applied to the character.
This all works great in PIE and also running as "Standalone", but in a packaged build the collision overlap never occurs.
I spent a good bit of time today upgrading RMC and Spine runtimes to see if that would help - it didn't. Was wondering if anyone had heard of this problem. I'm running UE 4.18.3.
Thanks!