Here is a work around
bool FTriangleMeshSweepVisitor::VisitSweep(const TSpatialVisitorData<int32>& VisitData, FRealSingle& CurDataLength) { ... if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { #if 0 // Don't cull the back face if there is a chance that we are initially overlapping. const VectorRegister4Float MinBounds = VectorMin(VectorMin(A, B), C); const VectorRegister4Float MaxBounds = VectorMax(VectorMax(A, B), C); FAABBVectorized TriangleAABB(MinBounds, MaxBounds); if (!GeometryAABBTriangleSpace.Intersects(TriangleAABB)) { return true; } #else return true; #endif } }
The characeter can not pass through back faces of the mesh
The character can pass through back faces of the mesh (has triangle mesh collision ). It is compatible behavior with the engine before 5.0.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-174277 in the post.
1 |
Component | UE - Simulation - Physics - Query |
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Affects Versions | 5.1 |
Target Fix | 5.6 |
Created | Jan 17, 2023 |
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Updated | Oct 25, 2024 |