Incorrect collision of merged actor that was merged from a Spline Mesh Component
Licensee description:
We often use spline mesh blueprints to generate organic art for us, like roots, trees, and rope bridges. To reduce the rendering costs of these blueprints, we run merge actors against groups of them. When we These BP's get merged with the Merge Physics Data open enabled, we have notice that the collision is not correctly distributed along the spline mesh. Each render mesh segment is in its correct location and correct start and end spline point tangent locations. However each collision sits at the pivot of the spline mesh BP in its default orientation.
This has left us using the complex render mesh as collision, which is obviously not desirable.
When merging actors we are using the default options Pivot Point at Zero = true Merge Physics Data = true Bake Vertex Data to Mesh = true LODSelection = All
Attached we have to images to show the before and after results. In the over results we have by hand moved two of the collision surfaces to verify that there were multiple collision prims stacked on top of each other.
1. Open the attached test project
2. In the Viewport > Show > Make sure Show Collision is enabled
3. Select the spline mesh actor in the level
4. Window > Developer Tools > Merge Actors
5. Make sure 'Merge Physics Data' is enabled > Press 'Merge Actors' > Save
6. Back in the editor, place the new static mesh into the level
Results: All of the separate collisions have been stacked at the 0,0,0 on the merged actor
Expected: For all of the spline mesh components to keep their collisions in place in the new merged actor
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43837 in the post.
3 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.14.3, 4.15.1, 4.16 |
Target Fix | 4.17 |
Fix Commit | 3489235 |
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Main Commit | 3502661 |
Created | Apr 10, 2017 |
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Resolved | Jun 14, 2017 |
Updated | Apr 27, 2018 |