I’ve discussed this in the past but never found a working solution.
I’d like to create holes (cave entrances) in my landscape. I know there is the visibility landscape tool that does this, however once used, it then prevents being able to check layer physical material on the component I cut the whole. I’m guessing this is because it’s applying a mask layer to the material on that component, which has dominance over the other layers.
So instead I’m thinking of using an opacity layer, painting a hole, then plugging the hole with a volume which will disable landscape collision for any pawns in the volume.
Does anyone know how to disable collision (just on the landscape) only for pawns inside the volum?
Maybe you can add some code to the Touch and Block (is that what it’s called? maybe there’s others?) events of your pawn, where you detect if the other actor is a landscape actor and you immediately return, which cancels the physics interaction. Might be worth a shot.
I can’t seem to get the Touch event to fire for my pawn at all.
According to the docs “Both Actor and Other must be collidable, and either Actor or Other must use non blocking collision”. Seeing as my pawn and landscape are both blocking this appears to be why.
I can set bCollideWorld=false on my pawn, but then they will pass through everything when colliding.
were you able to solve this? In the 5.4 engine, I was trying something similar.
Just added a new open world map, on the landscape set the collisions to NoCollision, but it still colides with everything.
Also tried to make an object type for both landscape and pawn, made two more collision profiles where they ignore eachother, and yet, I can’t get the pawn to ignore the landscape at all.
It only works when ignoring world static, but as you said, it also ignores everything else
you can set it via editor, at runtime it will always be “world static”, so you need to consider world static as your landscape channel.
What I did, in my building blueprint where I have my building mesh, I have a box that change the player profile on overlap, to a profile that ignores world static, and when it leaves the area it change back to pawn.
the thing is, just make sure in this area you have something else to hold you from free fall, like my blue print meshes are set as world dymamic.
I use this to cut a “virtual hole” trough the land scape, paint that area invisible with virtual texture, and using the profile to ignore world static so you can pass right trough it while inside the buiding.