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Overlap test for a Specific region

To put it simply, I would like to do a kind of 'wide line trace', where I need to know what objects are in between two cursor positions. This is because the cursors input device can't update at the same rate the game does (it isn't a mouse or a locally connected device).

So I figured I could create a triangle region with a UProceduralMeshComponent and by setting it's vertices manually depending on where the cursor is and was and where the camera is. Then I simply call 'Get Overlapping Actors' and just call whatever I need to on the actors it returns. alt text

This works and I can even recreate the section every time the cursor moves with no apparent issues.

The problem is the Get Overlapping Actors node doesn't return actors that are not moving. Using PVD connect I noticed that the physics for the UProceduralMeshComponent section IsSleeping flag was set to True and the units that are also not moving are set to IsSleeping=True. So I tried calling 'Wake All Rigid Bodies' on the UProceduralMeshComponent itself, but that didn't work.

alt text

The blue triangle is the region I want to test. From this I know the triangle is being created in the right locations.

So far the only thing that's worked is when I make all the units move up and down so they never enter a Sleep state and it worked. alt text But i'm worried that when I'll have to many units at the same time it could slow down the game because the PhysX will have too many objects to track.

I'm still trying to find a proper work around but I could use some help, especially with why this is happening. Thanks in advanced

Product Version: UE 4.13
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asked Oct 24 '16 at 04:56 PM in Using UE4

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avatar image Sebastien R Oct 28 '16 at 03:12 PM

I am trying to do the same type of feature to no avail. Did you try to force an update on the physic engine before doing the overlap test ?

Would be greatly appreciated if anyone could help.


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