Hey all
So, I am trying to scatter points inside of a volume, across an arbitrary placement of meshes inside a bounds.
If I just wanted to project points in one direction, World Hit Query works great, but I want to project in all directions, and don’t want to do 6 world hit query projections…
So - I am trying to use World Volume Query to do it - and it kinda works… Kinda.
I need the points created to be on the actual render mesh - which is the complex collision. This works great when I use World Hit Query - the point placement is perfect when I have “complex collisions” enabled. However when using World Volume Query I am not getting an accurate projection of points onto the surfaces, even with “Complex Collision turned on”.
Does anyone have a great solution for doing something like this?
Thanks!