Need help with a custom mesh on a volume device -> Player collision potential issue

Summary

Hello

So i have been messing about with volume devices and realized after alot of playing we could make meshes from splines and this is a huge thing for me as before id make multiple volumes ect and cover the area. Anyways i created a nice mesh and applied it to the volume device as a custom mesh. The issue im having is that when you walk in the volume its triggering both the entered and exited events as its thinking the volume width is the width of the side/wall instead of taking the area within the mash as also being inside the volume.

Please see the blow image i will explain more

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

This is a question unsure if its my poor knowledge of this system or a bug

Expected Result

This is a question unsure if its my poor knowledge of this system or a bug

Observed Result

This is a question unsure if its my poor knowledge of this system or a bug

Platform(s)

pc

So the image above

The blue line is what the system things is the volume so the thin mesh outer if that makes sense. This is literally the width of the view in the session of the visual volume effect.

I would like to know if it can be set so the volume itself is the red part so from the blue → internal then anything outside of blue is exit/external that’s how my brain thinks it should work

Any help/advice would be appreciated

This is the side view as you can see the face is uber thin hence the issue i somehow need to make it so the mesh internal is treated as the mesh not just the faces

Better side view

Its literally the width of the visual effect on the device

Can someone help on this please ???

Probs an epic question as i dnt understand how the volume device treats custom meshes

ps there is no documentation that i can find on this subject at all so this also could do with being created to help assist creators

The custom mesh issue sounds like a bug waiting for you to find. The volume is still fairly new, hope they consider upgrading it

The skydive volume has zone occupied and zone emptied events as well as the enter / exit events.
They sound a more reliable way to trigger something like AI or item spawning

The player counter zone can be used to detect a certain number of players in a zone and can be used for spawning too.

Its more that the volume allows custom meshes which is perfect for awkward spaces like i have otherwise id have to place a handful and get all the entered/excited ect

I think this is some collision thing tbh but i dnt know enough about it

I think there will be a collision for this device that fills the empty space inside with the player collision which then would make the internal act like i think it should.

This needs a epic person to confirm or explain what im doing wrong unless this is in fact a bug

@Flak

Could you kindly pretty please ask one of the peeps who deal with this device the above as i have no idea what’s going on or if this is a bug or my lack of knowledge in this area.

As stated above i couldn’t find any docs on this feature which doesn’t help me much :frowning:

1 Like

Hello,

The blueprint and code for this device is setup to use the collision volume. In the case of a spline that collision is just along the spline it’s self and not the internal area or bounds. I brought it up to the engineer who implemented feature as the spline is a unique edge case, and to see if they wanted to handle that object differently or add a way to hand internal bounds.

A work around would be to convert your spline shape into a unique object or objects and custom shaped collision that would fill that internal space.

Not sure if you seen this before but could be helpful.

Thankyou for the information.

I decided to just use some logic in verse so it doesn’t trigger both the entered and exited events. My main shape is around a tree line so the shape itself is not the best to work with hence having a go with the spline which works really well but i did not foresee this limitation with the spline mesh and volume device.

In the video he uses a box mesh and adds them up to make a new mesh shape but tbh there is no difference with me just adding multiple volumes and just using an array to hold them and treat them as 1 object in some sense.

I think this is an extreme limitation though as now i have discovered this method it could be so useful and solve numerous other taped together cases i have had to do on other maps. Its not the end of the world but i think if this was somehow implemented to accept the spline mesh it would be good for creators for sure.

Anyway i will leave it as i have it now as it works for what i need unless the player is inside the mesh then no events trigger but for holding a value for when the player is inside or when the player leaves the area its good enough.

Could i just change the collision on the spline mesh to have the same collision as the volume needs ?