I am making a series of scenes, a bunch of squares like the one below. I have had these set up for months and I could walk all around. Today I added audio, a cart, and a spline to the scene and now I can’t walk across the scene. Or, more specifically, there’s a weird bump where the red line below is, so I either hit it, or I have to hop over it.
I deleted all the things I added today but it’s still there. I tried building the geometry, but nothing. And then I looked at the scene in both visibility collision and player collision mode, but there’s absolutely nothing in that square that has collision so far. I went through each mesh that I have in the scene and none of them have collision that goes past the regular shape, and especially not such a specific diagonal line.
It does not leak into the other squares either, it only happens in this cobblestone world.
Hey there @JohnGreska! This is a bit of an odd one. If there is no collision causing it, is it only in that space? If you change out the floor itself with random new one, does it change anything?
Is your character walking on the nav mesh? Could you be blocking the navmesh with something else? You can hit P to show how it’s been generated.
Thank you so much for responding. I tried changing the material, and putting a different cube/floor there. Nothing happens. I hit ‘P’ and nothing changes on-screen, I don’t know what that means for me in terms of Nav Mesh.
I walked a lot more thoroughly in the area and this is what I found (picture below). It does go through the walls in kind of an exact diagonal line. After a lot of time walking through every single square, these are the only places that it occurs. But that’s all the progress I’ve been able to make.
Alright so it doesn’t look like you’re using navmesh at all so it’s not a pathfinding thing. You checked the collision view mode prior to all this and found nothing.
So let’s start checking outliers.
First back up your map, shift the entire terrain 5000 units in a direction and see if the blocking still occurs. This will determine if it’s a worldwide/spawned issue.
If that doesn’t work and you’re still blocked, we now try to check what it’s colliding with. Turn on your player’s overlap/hit events and print out everything that it collides with.
If it prints the name of something when you hit the blocking location, then you’ll have an answer. If you don’t get anything, the next check is to walk into the blocking location, then hit F8 to detach yourself from the player and look around in the outliner for something yellow and spawned that could have caused it. It could be something that isn’t there in editor if it’s to be spawned after play begins.
Blocking does not occur if I move the entire map to a different area. Very interesting. After that, I moved the map into a different area where the diagonal line would theoretically still occur if it was moving in the natural direction it had set for itself, and it does still appear.
Nothing occurs for me upon set generate overlap events.
Did you set a node to print everything it overlaps? Also, that’s wild that it’s world space. I actually have no idea what could be causing is besides some form of blocking volume. You don’t have anything at all that could be spawning without a visible mesh?
Understandable, if you end up going far enough you may have to enable large world in your world settings. Floating point precision issues start to make your vertices shift positions ever so slightly and make all operations involving position get worse.
Out of curiosity, would you mind sharing your world outliner? Maybe a before and after could point out something small that was hidden before, though from the looks of it, it may be the spline or a duplicate spline possibly. Does the bump line up with the origin of your spline? If so, does the error still occur if your spline is removed?
To be honest I haven’t seen anything like this either, so the best bet to go on is the spline idea, the audio having a strange collision to it which is unlikely, or the cart having a strange collision which you could check by changing your view mode from lit to player collision.
Hi, sorry to revive the topic 2 years later, but I am getting this same bug.
In my case it is in an Open World and I have done all kinds of tests and nothing, the only thing I have been able to verify is that if I go fast enough with the player, it is like that it does not give time to detect the collision.
For the rest that “inivisible wall that goes diagonally” is not detected by any side neither as Static, nor the linetraces detect it?
could it be something from Landscape, Splines or HLODs?
Hey there @Thupamoloo! Welcome back to the community! So the player ignoring the collision at high speed is consistent with regular collisions, so that information won’t change much other than rule out movement vector shenanigans.
To circle back, let’s see if the player itself can output what it’s colliding with. Have the player print out everything it overlaps and everything it hits. When making contact with the collision (if it is a collision) it should tell us which object is causing it and we can work from there. You can also try a multitrace on tick to the front of the player and walk into it and print the name of the object hit.
I found the the problem came from this CubGrid. So i selected this object in the world, opened the modeling tool and the “cubeGrid” tool.
I select the zone where is the bug with the invisible wall (and larger ), and then i pressed Q 3 or 4 times (like if i want to remove a part of the cube). At this moment, nothing happened, and the invisible wall stayed there.
So i decided to click on “Cancel”, a popup assked me if i am sure, because if i do that, every changes will be removed. I confirmed and the invisible wall disappeared !
Thats all i made, in my case, i think it is a bug from the CubeGrid Modeling.
I hope that i can help somebody with that. If it is the case, please don’t forget to let me know or just click on the thumb i would be very glad to know that i helped you.
I don’t know if this is going to help anyone, but all of the possible solutions above didn’t help me out at all. Im experimenting and implementing new VR interactions, so to make sure I didn’t screw my working VR pawn up I always make/keep several copies in the event something goes bad.
I opened the new copy up to start experimenting and went to test out my new blueprint inputs and the pawn was falling through the floor. At first I thought it was happening everywhere, then I noticed on select locations it was fine, but when I could actually get it to spawn and would try to move around I’d eventually hit an invisible wall that wasn’t showing on the collision view at all.
Everything that worked the night before no longer worked. I then opened my most recent map save before the new version to try it and as life would have it, it was screwed up too. I started banging my head against the wall having done so much work throughout the day that it could literally be a million things since I hadn’t tested the VR in 24 hours. (Had no reason to test it since all the work was visual and tidying up.)
I tried everything, nothing worked. I put collision viewmode on, scaled up really high in spectator mode, started panning around to see If I could notice something up high. Then in a flicker of a frame I noticed a huge blue wall that came and went like it was a glitch. So I did it a few more times and finally was able to locate it again. So I clicked on this massive landmass size collision and come to find out it was a simple small cafe shop sign mesh that came with a “free for the month” pack. No bigger than half the size of the VR pawn collision capsule taking up 60% of the landmass in a weird angle that was almost invisible to the naked eye and collision view mode for most part. So 3 hours of researching and banging my head against the wall because of that.