All SplineMeshes using the setting ‘Use Complex collision as Simple’ will not work in a packaged game. All traces/collisions will pass right through them as if they were set to ‘NoCollision’.
Notes:
This has worked fine since v4.9 and works 100% perfectly in editor.
It seems to only affect SplineMeshes with complex. StaticMeshes with complex are fine, and SplineMeshes with simple are fine.
Unsure about SplineMeshes with simplified collision boxes, but set to complex are affected. As mine are straight complex without any simplified boxes added.
There’s an odd small cube/ball of collision at the start of the spline/splinemesh.
This curb for example (spline with a few splinemeshes), has no collision at all in a packaged build, but there’s a small invisible hump/block of collision where the pivot point is. I’m guessing all of the splinemesh’s collisions get clumped up at 0,0,0 of the spline actor?
I attempted to reproduce this in the official 4.13 release but I couldn’t get your results.
Could you give it a try there just to be sure and if it’s still happening, post a small test project? Also, what are you packaging your project for? I used Windows 64-bit.
So I’ve done a lot of tests and still can’t determine the exact problem. I’m using streaming volumes, and sometimes when I publish, certain streaming maps have no collisions in their splines, other times different streaming maps have no collisions.
I created a bunch of test projects with the same thing, splines and streaming volumes, but they all worked fine.
At first I thought it was complex only that gave the problems. But I made one of my spline meshes use simple collision (bunch of cubes), and it still caused problems.
What’s odd is one cave that it a spline made of about 4 points (3 splinemeshes in total). 2 of the meshes have collision and 1 doesn’t, despite them all using the same mesh and being part of the same spline actor.
Here’s a splined cave system. I’m standing near the point of where 2 splinemeshes connect, and you can see the next one had no collision on it. (This is in the packaged build, everything is perfect in editor)
I’m wondering, if I stripped out a lot of the content and put the 3rd person mannequin in there for ease of use, could I send you my project to check out?
Sure. Just try stripping it down to a smaller working project and you can PM me a link over the Forums to download the project. Preferably using something like Google Drive, Dropbox, etc.
Hi TJ and Sean,
I just got the okay from the publishers to send the project, and I’m currently in the process of stripping it down. I want to make it nice and simple so it’s easy for you to use/navigate.
I will make sure to send it to both of you when it’s ready. It may take a few days as my time is split between working on the actual game and creating the smaller version for you, but I’m very grateful that you’ll be taking the time to check it out.
Edit: If by default assets you meant the Shape Cubes and such, we’re not using those. Though it happened seemingly randomly using both complex and simple collision, auto-convex and manual collision cubes, and could effect only some splinemeshes on the same spline, when all had the same mesh applied.
Sorry for the delay. I’ve looked into this a bit and I can’t see anything wrong with your basic setup, but I’m more general everything/blueprint oriented. So I’m going to turn this over to our code team and I’ve asked them to investigate further.
Sorry for the delay. I’ve spent some time looking into the project, and have tried multiple things to see if I could resolve the issue but have been unable to do so.
Unfortunately, due to the complexity of the project, we are unable to allocate further resources towards debugging at this time. What I’d like you to do, if possible, is to create a simplified test project with only the spline logic in it so you can identify and isolate the issue, and then I’d be more than happy to take a second look.