I am developing on UEFN, and my game have a number of platforms that translates and rotates. The platforms are build with a basic shape (plane, cube) and a material.
The rotation is implemented on verse using prop.MoveTo(Position, Rotation, Speed).
On platform has a V shape, like half of a cube, and is made with two intersected planes. When the player is on top of on side of this platform near the intersection of the two planes, and the platform rotates, the player falls trough the corner, to the ground.
Thinking about the colliders involved, It doesnât make any sense.
Any ideas or tips on how solve this will be appreciated.
Thanks.
Not sure if this could help, but you can try to increase the collision depth of your meshes.
This is not related to UEFN, rather to Unreal itself, when you have very thin collisions and you move an object too fast, it might miss those collisions and let your character fall.
Again, Iâm not sure about that and Iâve never experienced such issue, but you mentioned youâre using planes as primitives, try to use cubes instead!
I agree, Iâve had similar issues solved by chunkier collision meshes.
Also, in general it seems like UEFN is not as good as the Unreal Engine is in dealing with players interacting with large moving objects. There are many things that you can attach to moving objects that do not function as expected.
Now I feel bad, I really should have mentioned that you look at the physics of the object you were having issues with.
I will point out that if you are using a player prop, changing the Physics property always pops back to the default value during the publishing process. I reported the bug. If I am making something that will move and interact with players, I will import a static mesh (in my case from Maya) and verify that the collision is set to âForyDynamicMeshPhysics.â I treat the collision and the visible object as two different things so that I can keep the collision as simple as possible.
I havenât seen any documentation on this, but I feel like collision complexity is a performance bottleneck. I always get rid of collisions wherever possible.
â Any Epic folks, please correct me if Iâm wrong!!
UEFN is using Nanite, which is virtualized geometry. If youâre using complex collisions, you can reduce the number of polygons by modifying the fallback setting.
Good information. I have been very conservative with polycount, but I need to fully understand this. I skimmed through it, but I need to test it out fully. Thanks!