Hi, so I basically have the exame same setup as in this video “https://www.youtube.com/watch?v=9hwkFJ_vxdg”, where you have a building with some kind of underground passage, or a open world cave entrance.
But from what I saw, people “cut” or hide the mesh visibility at the editor.
I was wondering if it wouldn’t be possible to add a collision box or any other object at the blueprint, like the image below, and then just detect where it intersects with the landscape and cut it out, like the we can do in the “modeling mode” editor, with “Model > Boolean > A - B” operation.
I thouth that would be simple enough like detect the intersection colision points, filter only for that mesh or material some how and cut out, but then, seems its is much more envolving then that .
boolean sample (I was going to past a boolean sample here, but the portal does not allow for more than 1 attache…)
The goal is to be able to just place the building blue print and the underground passage won’t have a landscape mesh passing right trough it. Then one could add this blueprint dynamically at any landscape
As far as I know you can’t change landscape weights at run time, so while using RVT will mask out the landscape visually, it won’t disable collision in the masked out area the way a transparency landscape layer does. You could probably fake it by using a trigger box to either disable collision on the landscape, or disable the player’s collision with the landscape (probably better to use the latter).
yes that is how I did it, after trying to fight the engine to add a new channel to the landsacpe, is just better to make the pawn ignore the “world static” while inside the overlap area, and make sure the blueprint or whatever one have there, has some other channel like world dynamic for the pawn to stand on.