I can change the collission preset, yes, but then what happens is I can walk through the door without first opening it.
I’m playing around in the blueprint, because all the symptoms are as if the collision doesn’t update when rotating backwards, but it does rotate forwards.
When doing that, I found that there is a “delay 2 seconds” node to set the “moving” field to false when done. However, this node gets fired each time the door moves, which queues a lot of delays. While this “works” it doesn’t seem very efficient, and it might keep the door from moving again for a while after it’s done.
The better option for this is to fire the “set moving to false” node on the “Finished” output from the animation curve playback node. No delay needed.
Interestingly, the separate door “D3” also uses the same blueprint, and has the same problem – it can only be entered through in one direction!
the trigger volumes move with the door when animating. This surprised me, but it doesn’t really break anything
the door has two LODs, but they seem to be the same? I would have thought the door handle/ring, at least, should be part of the normal map in LOD1. As it is, both LODs use the same material.
the peephole in the door is part of the collision mesh, including the grate bars. This seems expensive. At least, the bars don’t need to be part of the hole (a single hole in the center is cheaper)
the collision is not 100% centered with the actual geometry (see below)
I ended up working around the problem by adding code to disable collision for the door when it’s open (doorstate is 1 or 2,) and then re-enable it when the door closes (doorstate is 0)
Now, all this being said – this content pack has higher quality than most others I’ve gotten on the marketplace. The fact that I’m talking about the specific efficiency of small details is actually high praise
The materials for the walls all appear blotchy under these conditions. Is there some setting that I am overlooking or must I alter the materials for this lighting set up?
You are likely building lighting with low quality, and/or your lightmass importance volume doesn’t enclose the whole dungeon.
Make sure you have the importance volume, and make sure that you build at high quality or production quality.
None of the lights are lit prior to play. Forgot to mention that.
The player has a light and the wall torches can be fueled and lit. I have been researching ways to fake indirect light, but so far haven’t come up with anything.
Are the lights dynamic?
If so, what resolution are you getting for dynamic shadow maps?
Dynamic lights on static geometry is generally a bad idea.
You could make them “changeable” without making them “movable.” This still lets lightmass preprocess them, but you can turn them on/off and change their color/intensity at runtime.