Physics Falling through Landscape
well it was a boat! π
39 Replies
haha oh okay π
could you send a video?
@nostrodamned
i think it may be errant landscape causing issue gimme 5
ah okay okay, never tried thoseπ€
it was errant landscape
normality has ensued
Got it, thanks!
Will ask a dev to give it a try and see if it is fixableπ
btw, is it the same problem with any asset? try for example some megascans "big" rock
Yeh it happens with some assets generally small ones as you say
ah okay okay, if it happens with a non-small asset, could you send over that asset? If it is a megascans ones, you can just link it
@spatiotemporal tried to download Errant but UE crashes if he had that plugin π
Could you perhaps send over the landscape you created? You should be able to select it, then in Dash search for ZIP
Could you perhaps send over the landscape you created? You should be able to select it, then in Dash search for ZIP
Loom
Understanding Landscape Layers in Unreal Engine
Hey Daniel, in this video, I demonstrate working with landscape layers in Unreal Engine. I showcase using two layers, Brushify layer, and a regular layer, while exploring resizing and manipulating objects like a pipe and a traffic cone. I encounter some unexpected behaviors and try different approaches to resolve them.
The Zip didnt work but this is project i was testing with - its a little - big! (https://www.dropbox.com/scl/fo/zyywd0xnnphc1vzwjsla0/AK2eMwkdDbPbl2vqES2nwaA?rlkey=4lpczsm605iyxqiews3f0r8ys&st=3ypp7ojx&dl=0)
Its uploading now so in your morning it should be their!
Its weird I think there is an issue on the map with dropping objects - i thought it was due to multimonitor but on basic level its fine - just on my Test Map level - in BleakHorizons/Maps folder
Thanks for the video and the file! We will try to check it out!
In the mean time, can you try selecting the landscape and use the Set Collision action in the Dash search?
Regarding your placement of assets problem I would guess this is due to some volumes or so that you seemed to have in your scene, try hiding something in the outlier and you might be able to find which on of all you had there that is causing the placement issue of the cone
heyo, was able to reproduce it, i found other weirdnesses as well
if i hide the LocationVolumes then its fine
are you using those LocationVolumes fortriggers?
hi which location volumes?
you mean the regions
yup
lemme try that
one sec
they are LocationVolume(the type) objects thats why i refer to them as such, useful for triggers and such, but you can use them however you like
I just deleted everything except them!
(there generated on World partition for loading purposes
ahhh
It definately solves the placement issue
dropping things still sends meshes off to hades!
Good catch though
can you record me a small vid of it ? :^)
can you tell me which cave are you nearby in the vid, what is the name of the landscape patch? like
LandscapeStreamingProxy_12_10_0
its the tunnel actor if you click on that
(im just testing a new level)
ok reproduced this as well
no need π
checking it
its weird - just recreated landscape from heightmap and added material and its fine
mystery!
but dont wast time i wasnt far into it so i will use this landscape
yup, what you can do is during Physics Drop being active, you selec the Landscape patch:
Press
State
and set to Static
usually it finds objects automatically, but for some reason the landscape is not found, ill check why that happensi like to create bugs π
working perfectly on new landscape
im gonna try a few things!
well cant recreate it on a new landscape π
but i have no RVT etc on this one yet
for some reason linetracing and overlap doesnt find the landscape
mmm...maybe because i migrated it from another project? Something went screwy?
ahhhhhh
its the worldpartition hlod
okay
?
so these guys are found during our raycasting but we ignore it as they are hidden if you are close enough
ahhh (erm your smatter than me) so what should i do
delete hlods whilst building?
i dont think thats feasible, ill add some guards to ignore hlods
Cool! dunno what that means but im sure its good π
alrighty, next release its going to work.
for now what you can do is simply select the Landscape and set its
State
to Static
awesome thank you sire!