4.19 Landscape Collision and LODS

I’ve got something that i am not sure if its an issue, or if it’s just the way things work now. Either way i need a better understanding in order to resolve.

In 4.19 now the character seems to collide with what seems to be a differnt lod?. On sloped surfaces on my landscape a character pawn is clipping through the landscape by about 20%.

The project was migrated from 4.18. I think the landscape collision is broken, or it is not using the lod 0. Or perhaps it could be offset!

This is a huge problem for me, and right now exporting the landscape and reimporting isnt really an option.

Rebuilding doesn’t help.

Any help would be appreciated…

Broken?!

233962-broken1.png

landscape settings: (defaults)

233964-settings2.png

(testing by standing on top of a static mesh, to show that collisions are working correctly with this pawn)

233965-collision-on-mesh.png

—> EDIT, another pic example, default settings, tiled landscape, the grass is where it should be…

Its almost certainly to do with the new lod system. I noticed that if my fov is set to 80 it is using a much higher lod about 10 meters in front of me, if i zoom into a 40 fov it switches to a lower lod which looks DRAMATICALLY differnt (like 200cms height difference in some cases…)

Tried with a brand new level, same issue.
Surely the defaults cant be that terrible?

Hi Gozu, can you provide us with a sample project (preferably 4.18 version) so we can see the issue you are describing? Are you using 4.19.0 - 3944462 from the Launcher?

Hi, i’ve just troubleshooted this further,

It is only occurring when i do a “SetNewWorldOrigin” on the pawn. That appears to confuse the lod, and right after my pawn rebases, the landscape drops to a low lod.
It also happens when the landscape has no material assigned, so its nothing funky in there.

I am using origin rebasing on multiplayer.
Im not sure if im doing something wrong, as this did not cause this issue in 4.18.

On my pawn i have a function that calls “SetNewWorldOrigin” every so often like so:
World->SetNewWorldOrigin(FIntVector(MyLocation.X, MyLocation.Y, MyLocation.Z) + World->OriginLocation);

This is to fix jittery animation when i get too far away from the origin (very large maps).

I can look into providing a project if you still need it.

In the meantime there is no way to use the old landscape lod system, like an option we can set?

Cheers.

Hello. I am also use world original offcet. And also have this problem. Patch 4.19.1 not fix problem!
May be i may to downgrade project to 4.18 ???

This is a bug in 4.19 with tiled landscape and world origin rebasing. I’ve created a pull request in GitHub that fixes this issue: https://github.com/EpicGames/UnrealEngine/pull/4702

Thank you!
I will test tomorrow :smiley: :slight_smile:

Having this issue in 4.20.3.

Also having this issue in 4.19.2 with world origin rebasing. I can only get things to look correct by essentially disabling the LOD system by inputting 0 as the max LOD level.