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Actor collision component from mesh actually bigger than what setted/showed

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    Actor collision component from mesh actually bigger than what setted/showed

    On an Actor derived class with physic walking movement and a staticmeshcomponent ( a normal cube with convex box collision) i get very strange collision response against world.
    Maybe it is nothing to worry about but is the first time i use something different from cylinder for dynamic non rigid body actors.
    When i use Cylindercomponent as collision component the collision work as expected the box one too, but when i set the collision component to the mesh the object stops very far from walls while it lie perfectly on ground and can be walked on as expected by pawns.
    It's like it doesn't collide with the actual convex hull but with an extended bounding box.
    This doesn't happen against other dynamic objects.
    Probably is a parameter i don't know in mesh editor or to set by code.
    I have tryed to change almost every possibly related parameter without success.

    #2
    Did you try opening the console ( the ` key) and type in "show collision"? It should visualize the bounding primitives used by the StaticMeshComponent and give you an idea of what is wrong with it.

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