The mesh triangles are used to create the collision shapes and the mesh uses the BlockAllDynamic collision profile. Lighting, navmesh generation, particle collisions etc. work fine. I can even use a pawn to walk around on the mesh.
However, when I try to spawn some physics actors (simple cubes) above the mesh then the game crashes a moment after they collide with my generated mesh.
Any idea what could cause this?
I tried playing around with the collision and physics settings, physics materials or the static mesh shapes, but to no avail.
setting up a test project is not easy for me, because the generated mesh that causes the crash is tied to a lot of other stuff in my project. But I will try to make a minimal test project for you.
As for the title: yes, I did not think this was happening in previous versions, but now I am not so sure any more. Maybe I just never reached a critical number of physics collisions when I tested this in the past.
Ah gotcha on the project title I’ll leave it as that for the moment. 4.7 final will be releasing very soon as well with some more fixes.
I’m not a programmer myself, so if there is a sample project that causes the crash it’s much easier to see the repro and get a report in much more quickly. If I passed this off to one of our programmers on our support team it may be a bit longer as they can get backlogged with all the code questions coming in.
From meshing with the custom mesh component via BP I know there are a lot of issues with not receiving any collision at all, so I couldn’t even start to repro given that.
Thanks for putting something together when you get time.
I’ve been able to open and see the crash. With the final release of 4.7 this week I’ve not managed to get any further than that at the moment. I’ll continue to look into this one next week. Thank you for your patience.
When creating the FTriMeshCollisionData for my mesh I set the wrong material indices for the physics collision material. I still do not know how I can reference my physics materials here and what that index actually represents, because any index other than 0 leads to a crash.