Landscape Holes

I feel that the hole implementation in the Landscape actor is a step-down from the hole implementation in UDK’s obsolete Terrain actor.

The collision is very inaccurate and nonsensical, and there’s not really any documentation about how UE4 handles collisions around these Landscape holes.


Could someone involved with UE4’s development let me know if this is the final implementation of the Landscape collision, or if there are plans to improve it later, or at the very least maybe update the documentation to explain why how the Landscape actor handles collision around these holes?

I have the same problem ,dig a hole ,but the collision is not very well.