I have a procedurally generated world, so I use Procedural Mesh Component (yeah, I know, I should use RMC, but it’s not compatible with 4.19 for now) with “Use complex as Simple Collision”.
But I noticed I add weird collision with LineTrace. Everything works great with “normal” physic collision, but not with LineTrace, so I set up an actor that fire LineTrace on one of my procedurally generated mesh.
So it appear that some line trace make a hit outside my mesh. I suspect a weird optimization as it seems that the shape of the supposed collision box is sometimes aligned with X and Y axis… Or a simple box calculation?
My box isn’t even a complex shape! (Note: it’s not a closed mesh, it’s a box with a missing face, there’s no face at the bottom)
So does anyone have an idea on why does that happen? Is it a bug from the unreal engine? Is it something I did wrong?
Again, everything works fine, I have normal collisions with the mesh, it’s just the “LineTrace” function that behaves weirdly!
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I submitted a bug report using Jeff link, but as it’s a very specific problem, I dont expect to be solved any time soon …
So has anyone an idea on how to bypass this bug ?