World-Origin-Shifting: Ignore-Flag does not work for Landscapes
we are using the world-origin-shifting feature by manually triggering the shift with "UWorld::RequestNewWorldOrigin". For several actors, we need the "bIgnoresOriginShifting"-flag to be set to "true".
This works for all types of actors, but not for landscape-Actors.
As soon as I shift the origin (and have moved a reasonable distance), the heightfield-collisionshape disappears, thus the player falls through the level.
This happens in 4.7 and in 4.8.
Seems to be a bug ?
asked Jun 15 '15 at 03:56 PM in Bug Reports
Hi, It looks like there is a bug with how landscape collision handles bIgnoresOriginShifting flag. We will look into fixing this. But in general you should avoid settings this flag for landscapes. PhysX library has a function PxScene::shiftOrigin that shifts all physics bodies in scene by a specified vector, which we use during origin shifting. When you set bIgnoresOriginShifting for an Actor engine should "transform back" those actors in physics scene, because PhysX has no API to ignore shifting for specific bodies. Landscape usually has a lot of physics bodies (one per component), so it's very bad for performance.
answered Jun 16 '15 at 02:53 AM
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