Stretched blocking volumes not functioning properly
I've got a corner of a large landscape blocked off with towering blocking volumes which I've stretched from a base of 20,000 Unreal Units to 100,000 with the geometry editing tool.
But when I switch over to Player Collision view, this is what I see (from the same camera perspective and angle).
In Player Collision view, the volumes are far shorter. Additionally, if you look at the blue ink on the image, all these volumes have reverted (in the Player Collision view) to ninety-degree angles.
Lastly, when I select one of the volumes, you can see how both renderings of the volume are selected.
What's happening here? How do I get the actual player collision on these volumes to render to screen and behave like I want (pictured in the first, Lit image)?
asked Oct 09 '18 at 04:47 PM in Bug Reports
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