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UE4.7 SplineMeshComponent + StaticLights


I don't know if it's related with the SplinemeshComponent Collision problem. (UE-8565 Spline Mesh Component's created at run time do not have proper collision)

After a full builds of lights, Errors showing, Lights needs to be rebuild (xx Objects).

If I set "Add SplineMeshComponent" to Movable, this error dissapears. Removing all Static Point Light help Too but not possible in my project.

I haven't this issue in UE4.6.

My BP is this one:alt text

Sorry if it's wrong section and for my English

Thanks by advance.

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asked Feb 26 '15 at 09:19 AM in Bug Reports

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2 answers: sort voted first

Hi Metathesus,

Spline mesh with no collision when created at runtime has already been reported with UE-8565. This is being looked into to be fixed in a future release. I've added this post to the report as well.

For the light build you would need to check the static mesh itself for any lighting issues it may be generating. When I tested this part I used a static mesh that is correctly setup with no overlapping UVs or lighting issues and everything checked out correctly.

Thank you!


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answered Mar 09 '15 at 08:05 PM

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Tim Hobson ♦♦ STAFF
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avatar image JonathanADaley Mar 12 '15 at 07:00 AM

I just wanted to chime in to say that I've also run into the issue of spline meshes not having their collision generated at runtime. Is there an ETA on when a fix will be made?

avatar image Tim Hobson ♦♦ STAFF Mar 12 '15 at 01:32 PM

It's listed as on the "To Do" list for 4.8, but we cannot make any promises that this will make it in though.

avatar image Metathesus May 22 '15 at 05:06 PM

Thanks for your answer.

Static meshes are simple cubes correctly unwrapped. I have about 1000 instances of this meshes but only a part of them have this issue.

I haven't any visual impact, so I continue my project with this issue.

avatar image Joe Conley STAFF Apr 12 '16 at 05:00 AM

Just FYI, the feature request UE-8565 to Support runtime generation of spline mesh collision on platforms that have runtime physx cooking enabled has been implemented in Perforce CL-2937854 by accepting pull request 2064. This change should make it to GitHub the next time the perforce stream it was added in is merged to main, and we plan to include that change in the 4.12 release.


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I know this is a very late answer, and you may have already found this answer, or have found a workaround, however, as mentioned in this post, to fix this problem, all you need to do is set the static mesh of the spline mesh component after you set the start and end of the spline mesh.

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answered Jul 12 '15 at 02:29 AM

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