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[Closed] Unwelded components collide within actor

Hello,

We're having big issues with UE right now. We are working on big vehicles with turrets, and collisions are becoming a problem.

  • Turrets can move around, so we can't use the auto-weld feature. Doing so results in very large CPU time because of unwelding and welding at each movement, it's way too expensive - 2ms per tick per object.

  • If we don't use auto-welding, we encounter an even bigger problem : self-collision. Components within the actor collide with each other - we're getting NotifyHit() calls with a root mesh and a turret mesh.

The first thing is probably fine - auto weld doesn't have to be fast, it's understandable.

But the second problem is proving difficult : the only fix we have right now is to remove turret collision alltogether, which is a big problem for us.

Is there a workaround ?

Product Version: UE 4.12
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asked Jun 19 '16 at 02:50 PM in Bug Reports

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Gwenn
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avatar image Adam Davis STAFF Jun 20 '16 at 06:00 PM

Hi Gwenn,

Have you tried creating a custom collision component or having the actor ignore collision>self on NotifyHit?

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The question has been closed Sep 08 '16 at 09:14 AM by Gwenn for the following reason:

Duplicate Question


1 answer: sort voted first

Hi Gwenn,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

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answered Jun 23 '16 at 09:29 PM

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