This is a bit of a weird one, and I’ll welcome any suggestions on what may be causing this issue.
When enemies are killed in my game, I trigger InitRagdoll() on them, so they fall around all limp. This is the description of what this native function does:
/** * Does the following: * - Assign the SkeletalMeshComponent 'Mesh' to the CollisionComponent * - Call InitArticulated on the SkeletalMeshComponent. * - Change the physics mode to PHYS_RigidBody */ native function bool InitRagdoll();
I’ve recently discovered that if there are many hundreds of actors on the map (like huge player-built bases), the collision on the pawn becomes very unreliable, to a point where they sometimes fall through the landscape.
Here is a short video, first showing the pawn collision on a map with very few static mesh actors. Then after on a map with hundreds of static mesh actors.
Note: Although in the video i’m unable to move the second pawn at all, usually the root bone still appears to have collision.