Hi,
We’re having an issue that is blocking us from implementing the FastGeo plugin into our project using 5.6. Our project would benefit greatly from this plugin.
We rely on UPhysicsCollisionHandler.HandlePhysicsCollisions_AssumesLocked to process events on objects colliding in the world to play sound effects and create VFX on impacts. However, when actors have been collected into FastGeo containers they no longer appear to trigger any kind of collision events through this method. The parameter TArray<FCollisionNotifyInfo> PendingCollisionNotifies appears to always be empty when hitting into FastGeo objects in-game. We are able to test with FastGeo being disabled, we then see the events working as expected. I understand that actors are batched up into containers so cannot have their own local events. But we require to at least know an impact has happened to be able to react appropriately in the game. Given the FastGeo geometry we’re bumping into has collision, it seems like we should be seeing FCollisionNotifyInfo’s through this method.
Thanks,
Ben J
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