As seen in picture here, sometimes the “open spline” splines are just missing collision pieces. (Although it looks like some are overlapping near start, so perhaps they are there, just incorrectly positioned.) Also height is just a tiny sliver, I’m not sure if this is going to cause issues. Perhaps we need a property to specifying how ‘deep’ collision boxes should be, since it already uses term ‘thickness’ for how wide across to make each piece.
Lastly, I noticed that if you choose ‘close spline’ it doesn’t even use these edge boxes at all, instead it makes one huge collision bounds spanning whole thing. It would be nice if we had a choice and could make closed splines still use ring of boxes like open splines do. I was using fact that they were hollow in one of my prototypes.
![28906-spline_missing_collision.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/4/0/f401cd66d02034fd30b6c07796af52e0d704d357.png)
Hi ,
I just tested this in 4.7 Preview 7, and I don’t get any gaps in collision on Spline Terrain pieces. Does this still occur for you in Preview 7? Does it happen with every type of sprite, or only your sprites? If you could test it on Ledge sprite that comes in default Paper2D project, that would be helpful. Additionally, if you’re willing to and attach texture for this sprite, I can test that here as well.
The “depth” of collision is set with Collision Offset in PaperTerrainMaterial Data Asset. I’ve noticed a bug where this does not update in level right away, but editing one of Defaults for Actor in level (such as disabling and reenabling GenerateOverlapEvents) will show change in Viewport. I’m going to double check and see whether this has already been fixed internally, and if not I’ll enter a bug report for it.
I’m not sure what intention of developers are with closing spline and it’s resulting collision is. I’ll check with developers and see what they intend to do with it. This is still an experimental feature, so sometimes fixes sneak in as they work on it, but it’s not going to be fully functional just yet. Thanks for feedback, though!
Unfortunately preview seven crashes trying to load most of sprite sheets/flipbooks from my game, so first I have to get over that hurdle. When I get time I’ll try to get terrain stuff going first so I can check it out and let you know how it goes.
ok, so I gave up trying to fix my project and made a brand new 2D side scroller project and pulled in just my terrain.
all i’m doing is dropping in a paper2d terrain and dragging second spline point out a little bit. it leaves missing collisions in default terrain and my own custom terrain both. it should be really easy for you guys to repro it.
Confirmed this is still an issue in preview 8.
No worries. Hope you are feeling better and not snowed in. I just work around whatever issues I find and only report them so you guys can fix before 4.7 goes live.
Hey ,
I apologize for delay. I was in hospital for last week, and am only starting to get caught back up today. I will take a look at this today/tomorrow in preview 8 and let you know what I find. Thanks for your patience!
Okay, so in a new P2D project, I created a new Spline Terrain using Ledge Sprite. It looks like this:
Extending spline length doesn’t cause any gaps in collision. Do you have a different setup, or am I misunderstanding how you’re setting this up? If not, would you mind zipping and attaching assets with which you experience this issue? Thanks!
Hey ,
I haven’t heard back from you in a bit, so I’m resolving this post for tracking purposes. Please let us know if you’re still experiencing this issue, and if so please take a look at questions I asked above. A test asset with which this occurs would be helpful as well. Thanks!
Sorry I was away on holiday. I just confirmed I’m getting same behavior in 4.7.2 I don’t know why it doesn’t repro for you though. I made a new side scroller project, enabled experimental spline, dragged one out into map, rotated it 90deg, and extended out second spline point.
Hey ,
I’m not sure why it wasn’t occurring for me previously, but I clearly see it now when testing in 4.7.2 and our internal build. I’ve entered a bug report for developers (UE-11445) and I’ll let you know when I see any updates on it. I don’t know how quickly they’ll get to it (Paper Terrain still being in a highly experimental stage), but I’ll see if they think it’ll be in time for 4.8. Thanks very much for reporting this!
Hey ,
Just wanted to let you know that this has been fixed internally, and should be working in 4.9 once that is released. Thanks again!