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collision scaled incorrectly

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    collision scaled incorrectly

    I'm trying to create randomly movement objects in box, but i need to scale this actor in real time. I was try to make it with physic actors, but it has to many problems with detaching when enable/disable physic simulation. Now i am using niagara emitter with collision module. And saw, that's the collision work wrong when i scale actor, like scaling applying twice for collision boxes.
    Is somebody know something about it or can point on my mistake?

    upd. Also, i think that's it can be associated with scaling niagara system, transform getting from ray trace collision also multiplied by owner scale.


    UE4 23.0

    p.s. on images blue - real collison, red - collision shood be here.
    And link with video:
    https://drive.google.com/file/d/15Vz...ew?usp=sharing
    blue - real collison 
red - collision shood be here blue - real collison 
red - collision shood be here blue - real collison 
red - collision shood be here
    Last edited by ivon_k_u; 09-18-2019, 08:14 AM.
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