Question about Dynamic Collision Recreation
Dear Friends at Epic,
I know SplineMeshes are not ready yet, but when they are, I am very excited about using them in my in-game editor
But for me to be able to manipulate the spline during game time, I would also need to be able to re-create collision on the fly.
I see the function is there already, but it is limited to use with the editor
I noticed that RecreateColllision() only worked WITH_EDITOR
is there a reason we cant call this from c++ during game time in a shipping build?
I Entreat You To Please Make This Runnable During Game Time
Because then I can fully implement dynamically changeable Spline Meshes in my in-game editor!
(Again my in-game editor is in no way meant to mirror the Rocket Editor, it is an in-game editor because every feature is game-specific and using my own in-game interface).
Thanks Epic Devs!
asked Mar 11 '14 at 02:22 AM in C++ Programming
ue4-archive ♦♦ STAFF
I'm going to check if it actually depends on anything editor-wise, and if not I'll remove the #if WITH_EDITOR for you, with a warning that it will probably be slow. In the editor, we had to implement code that defers the recreation of the collision while you are altering a spline, because it was too slow to do realtime while you were dragging points around.
I suppose that is because it's expensive since we have to create collision in game when spline has changed. I'm adding Jack for more detail of plan.
Just ran into the same problem. Wanted to use splines to make the wall system of a RTS game but yeah, the collisions aren't re-created when spawning splines outside of the editor... :<
answered Jun 07 '16 at 10:06 AM
Just saw the 4.12 Changelog... "Collision can now be generated for Spline meshes created at runtime." !!!
answered Jun 07 '16 at 10:28 AM
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