When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the collision analyzer will not detect a hit on the object at its new location but will detect a hit at its original location.
1. Download and unzip attached file
2. Right click .uproject and Generate Visual Studio project files
3. Open project
4. In content browser drag C++ -> Procedural Mesh -> Procedural Cube Actor into the level
5. Open Window -> Developer Tools -> Collision Analyzer
6. Press red record button and click the cube a number of time to create ray cast hits
7. Stop recording and move the actor in the level
8. Repeat step 6
Result:
After moving the object the ray cats do not detect hits on the object.
error message when install in U.E 5.3 - IS-IN-FCO2-82
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Installer 4.10 failed with error code R-1603
How does UMG set overlapping layouts?
An error occurred while trying to generate project files !?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.7.4 |
Target Fix | 4.8 |
Fix Commit | 2521310 |
---|
Created | Apr 7, 2015 |
---|---|
Resolved | Apr 22, 2015 |
Updated | Apr 27, 2018 |