[mention removed] Hello, we are facing the same problem and would like to begin implementing our own logic to ensure FastGeo functions properly. Could you please at least provide an idea of how you are going to implement this feature so our version of realization won’t be much different?
And one more question. I see that inside IPhysicsBodyInstanceOwner. GetPhysicsBodyInstandeOwnerFromHitResult: we call this function UFastGeoContainer::ResolvePhysicsBodyInstanceOwner, and it makes a read lock on PhysicsObject. Does it mean that I can’t simply cache the returned IPhysicsBodyInstanceOwner pointer and have to access it using “resolver” each time I need it?
It can take a lot of time, but for now we simply can’t use this plugin, but we want to get all the benefits from 5.6 and turn on the FastGeo as early as possible. That’s why I’m asking about the way your engineers are going to do this — just to be on the same track because I want to do it on my own.
We haven’t implemented any new system. We just mentioned that when using FastGeo, we encountered an issue where line tracing stopped working after the conversion to FastGeo.
The owner of FastGeo would like to know what exactly you need, so he could try to make changes to support them.
The thing is :
You could use IPhysicsBodyInstanceOwner.GetPhysicsBodyInstandeOwnerFromHitResult to get the IPhysicsBodyInstanceOwner with the HitResult, then you could get the associated physics information (GetPhysicalMaterial, GetCollisionResponseToChannel) from it.
What else do you need? The original Actor (if it didn’t get deleted)?
Please list the requirements( better with examples), and he will consider how to achieve the goals.
We could do it by ourselves easily. The reason we are stuck is related to the native engine features that are not supported . We mentioned them earlier. Perhaps the feature owner could review this thread personally?
I’m not sure why you need to cache the pointer, as it could be different for each HitResult. But it’s the same HitResult, I think the pointer should be the same.