Landscape not blocking character pawn in Flying Template

When I create a new project using the Third Person template, create a new level, and create a landscape by importing a heightmap, the third person character behaves correctly with respect to the landscape. That is, the character walks on top of the landscape properly. However, when I create a new project using the Flying Template, and following the same procedure to create a level with landscape, the UFO flies through the landscape.

Hi Creplogle,

I apologize I didn’t get back to you sooner on this one. I submitted a bug report noting the issue. We were able to replicate the issue using both an imported heightmap and using the editors landscape tool.

Thanks!
Tim

Just to add to this, I encountered the same problem in my own code and it appears to be the fact static meshes don’t collide with landscapes, or at least don’t provide any responses to collisions perhaps.

It also seems to be only static meshes that are not simulating physics (i.e. kinematic), if you enable the physics sim the mesh does collide.

To confirm, I can also reproduce as above, using the flying template, either the blueprint or cpp version.

Thanks.

It seems that only simple collision shapes (capsules, boxes and spheres) are working correctly with static meshes in combination with landscapes, but not complex shapes (convex hulls).

Any news on fixing this show stopper? I really would like to have accurate collisions against my landscape using convex hulls!

This is currently high on our backlog of bugs but it is up there to be fixed. There is no timeline for when this will happen though. I do keep track of the bugs that I’ve reported and responded to. When it is fixed I will make sure to post here for anyone else who may come across the issue.

Thank you!
Tim

Is there any know workaround? Given the fact the collision works with LandscapeMountains demo and i still can’t get it to work in my project.

Hi ENiKS,

When you say you’re using the LandscapeMountains Demo, are you referring to the hang glider in that demo vs the flying template one?

If so, the way the movement is handled for both is set up differently. The one in the flying template is a known issue that involves the way movement is handled. This issue has still not been addressed (TTP: 334326), but it’s high on our backlog of tasks.

I’m currently assigned to that bug report and once it’s addressed I’ll make sure to update the post here.

Thank you!

Tim

Hi Tim,
Any update on this? I am seeing the problem persist in 4.5.1.

Thanks,
Byron

There is not an update for this at the moment. It is high on our developer backlog but has not been taken care of just yet. I will update here once a fix has been submitted and verified.

Thank you!

Tim

This has been fixed as part of the PhysX 3.3.3 upgrade as part of 4.8.

See the accepted answer on this thread for more info: https://udn.unrealengine.com/questions/230925/how-to-jump-like-use-a-cylinder.html