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  1. #1
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Location
    Malaysia
    Posts
    220

    Default Octree Warning : Some object outside world???

    Hi there, anybody have experienced this error before?
    I made a level with a lot of KActor , and it seems I'm getting this error on the log. Didn't crash the game, but I still want to know
    what is this getting

    [0034.29] Log: Octree Warning (AddPrimitive): StaticMeshComponent_315 (Owner: DM-Master.TheWorld:PersistentLevel.KActor_36) Outside World.
    [0034.33] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1514 (Owner: DM-Master.TheWorld:PersistentLevel.KActor_1512) Outside World.
    [0034.33] Log: Octree Warning (AddPrimitive): StaticMeshComponent_304 (Owner: DM-Master.TheWorld:PersistentLevel.KActor_1864) Outside World.
    [0034.33] Log: Octree Warning (AddPrimitive): StaticMeshComponent_316 (Owner: DM-Master.TheWorld:PersistentLevel.KActor_37) Outside World.
    [0034.56] Log: Octree Warning (AddPrimitive): StaticMeshComponent_571 (Owner: DM-Master.TheWorld:PersistentLevel.KActor_2131) Outside World.
    [0034.65] Log: Octree Warning (AddPrimitive): StaticMeshComponent_565 (Owner: DM-Master.TheWorld:PersistentLevel.KActor_2125) Outside World.
    "If the plain sense makes good sense seek no other sense; otherwise it could result in nonsense."

    Website : Ammobox Studios| Project Combine

  2. #2
    Boomshot
    Join Date
    Aug 2011
    Posts
    2,274

    Default

    Some of your KActors are being thrown out of the world by extreme forces, possibly they are spawning at the same location.

    Check your map's KillZ is set correctly for anything that falls through the world, and check the bPhysRigidBodyOutOfWorldCheck is true for the collision component.

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Location
    Malaysia
    Posts
    220

    Default

    that can't be it... there's about several hundreds of them they can't all be overlapping same position.

    Regarding the KillZ does it mean that no KActor should pass the KillZ?
    "If the plain sense makes good sense seek no other sense; otherwise it could result in nonsense."

    Website : Ammobox Studios| Project Combine

  4. #4
    Boomshot
    Join Date
    Aug 2011
    Posts
    2,274

    Default

    If killz is set correctly it should cause the actor to destroy itself before it leaves the octree. Whatever direction it's taking, the actor is travelling a fair distance. In my experience this typically happens when a rigid body is 'ejected' by invading the space of a body with much higher mass.

    If yourmap is an enclosed space, this can result in tunnelling where the body's velocity is so high it passes through walls and into the empty void.

  5. #5
    MSgt. Shooter Person
    Join Date
    Jul 2011
    Posts
    35

    Default

    I'm having the same problem. hoping someone could help me. I set the killz but it still occurs. I'm using the UDK Game Programming With Unrealscript Beginner's Guide and it has me put a lot of enemy spawners and they're supposed to randomly spawn a test enemy at a location that is not within camera view. I've put only one enemy spawner to see if it works with just one but it still comes up with the error.

  6. #6


 

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