when i set collision to nocollision, “idle state” of mesh no collision.
but when mesh start destruct, collision auto enable, even set no collision again, still can not disable collision.
yes, but No one will use it like this.
i mean, when mesh spawn, it should have collision.
then, when i hit it, trigger destruct, then it should have no collision.
i test it, seems i can not dynamic change collision in beginplay.
i mean, when mesh spawn, it should have collision.
then, when i hit it, trigger destruct, then it should have no collision.
Seems to work fine:
very strange…
set default value to nocollision, it works, Exactly no collision.
but it doesn’t what i want.
i want to dynamic change collision.
but seems if u try to dynamic change collision, when mesh start destruct, it will auto enable collision…
As you can see above, that is not the case. It seems to work fine. Post the script, perhaps there’s something there we can investigate.
yes, i see, i need more test.
i try to use your example.
that is work.
but, still how strange.
i use it in beginplay which delay 5sec then execute that…it doesn’t work.
Again, consider showing the script - if I can replicate it, maybe we can see what is going on. Perhaps there is a good explanation for the behaviour you’re observing.
Cool Bug.
This is misbehaving in more than 1 way. I’m looking at the underlaying class - will let you know if I find something. Meanwhile, you can use this:
Need to find out what else Event Hit is doing besides the obvious. Interestingly enough, if you query the primitive’s collision state, it reports it incorrectly, no matter what behaviour we’re after.
Here’s the Won't Fix
bug:
But there’s more to it. It’s a Won't Fix
for a reason - it’s about how the physX interaction is designed. @MilionX The proper way of doing what you need:
thanks very much.
seems delay 0.1 is easy to understand.
but, if i think by myself, it could be take many time.