[Link Removed]
The mesh in the repro project contains a transformed convex collision, which can be moved freely in the mesh editor, so the transform must be applied in following code block. (Also see TODO).
FORCEINLINE_DEBUGGABLE void ExportRigidBodyConvexElements(UBodySetup& BodySetup, TNavStatArray<float>& VertexBuffer, TNavStatArray<int32>& IndexBuffer, TNavStatArray<int32>& ShapeBuffer, FBox& UnrealBounds, const FTransform& LocalToWorld) { ... #elif WITH_CHAOS if (ConvexElem->GetChaosConvexMesh()) { // TODO use ConvexElem->GetTransform?() transform? // ExportChaosConvexMesh(ConvexElem, LocalToWorld, VertexBuffer, IndexBuffer, UnrealBounds); ExportChaosConvexMesh(ConvexElem, ConvexElem->GetTransform() * LocalToWorld, VertexBuffer, IndexBuffer, UnrealBounds); } #endif } }
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-150091 in the post.
1 |
Component | UE - AI - Navigation |
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Affects Versions | 5.0 |
Target Fix | 5.1 |
Created | Apr 25, 2022 |
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Resolved | Aug 16, 2022 |
Updated | Aug 22, 2022 |