x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Player die after a long distance

Hi people and welcome, thanks in advice.
I'm an italian guy that dosn't speak english very well so i'm sorry for bad word.

let's me explain my problem, i make a terrain heightmap with scape that give me a 4k 16-bit png texture wich have pretty good detail, so i decided to scale it for 800x 800y 400z in the third person example the problem is that when i walk until a specific point my character dead and block me in pie mode, i need to know where the problem is like if the map is to big and there is some sort of "walkable volume" that make me die on it's edge, something like the kill z parameter in world setting, can you help me? hope that isn't the wrong section to post. is there a start radius zone that let me die?

That are not kill Z problem!
i already have set it to
-2368374734936634645292924339748864.0

Product Version: UE 4.13
Tags:
more ▼

asked Oct 07 '16 at 02:11 AM in Using UE4

avatar image

Padol
16 5 6

(comments are locked)
10|2000 characters needed characters left

2 answers: sort voted first

i've found the problem and the solution! :)
UE4 seem to have a "size limit" on the map (source defined WORLD_MAX)
that limit the Physics if i understand good of alla actor that are not between 500k units, so to go over you have 2 option
a good one and a scrappy one.

A good one is to cut in chuck your heightmap and enable tiled composition.
The Scrappy one is go to world setting and disable the checkbox Enable world bounds check that is enabled by default. now my character can go out of the 500k units limit but i need to cut in small chunck my heightmap and done world composition!

Thanks to all!

more ▼

answered Oct 07 '16 at 05:02 AM

avatar image

Padol
16 5 6

avatar image TroJanVirus Oct 07 '16 at 05:18 AM

Awesome Padol, glad you figured it out!

I'll keep note of this if I ever run into the same issue

(comments are locked)
10|2000 characters needed characters left

Go in to your world settings, find your Kill Z parameter area, change the damage type to "None" (or just press "Clear").

Extra measure, change Kill Z to a high negative number ( -999999999999)

more ▼

answered Oct 07 '16 at 02:34 AM

avatar image

TroJanVirus
83 2 4 10

avatar image Padol Oct 07 '16 at 01:24 PM

Thank you for the answer.
i already know the kill z which i set to -2368374734936634645292924339748864.0 (just copied from editor) my problem seem to be another, i place a sphere every time i die and the shape i obtain it's like a circular area for that i think there is some sort of walkable radius.
I even cleared the killZ Damage Type to ensure no damage is taked, but nothing to do is not there the problem,

if that help the troubleshot i can make up a video of my problem and when that gaps appear.
i also activated the debugger maybe it can give me more help but nothing the only thing appear when i die on debug is like a little yellow dot on top center of the pie view but apparently there is no option to remove or even set that magic shit.

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question