Did collision handling change between 4.7 and 4.10?
I'm having an issue where a 4.7BP is behaving differently than a 4.10BP. I'm using a mesh to determine if a player is inside an arbitrary volume. (It's a complex shape so actual volumes don't work for this case). The blueprint would essentially use ActorBeginOverlap and ActorEndOverlap to tell the game if a player was inside of it or not.
This worked great as of 4.7 but as of 4.10 completely entering the volume such that the player isn't touching outer edges of the volume I get an "ActorEndOverlap" message even though they are still overlapping. I have attached a diagram to show the issue more clearly.
On the left side of the line we have the case where the player is touching the outside edge of the mesh volume.
On the right side the player is "inside" the volume from the top view but should still be considered overlapping from the front view. In 7.10 as soon as the player moves to a position not on the outer edge of the volume as seen from the top I get an undesired ActorEndOverlap message.
Any thoughts as to what might have changed?
asked Jan 13 '16 at 01:11 AM in Bug Reports
Thank you for the reproduction steps ook. It seems that this issue is related to using the "Use Complex Collision As Simple" setting for the Collision Complexity inside of the Static Mesh editor. The Wall_Door_400x300 uses this by default while the cube uses the "Default" setting. I've placed a bug in for the issue under the number UE-25923. In the meantime, as a workaround, I'd suggest using Default and creating the collision via "Auto Convex Collision" in the Static Mesh Editor.
Have a nice day!
answered Jan 25 '16 at 03:11 PM
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