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.
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?
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?
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.