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Procedural mesh collision is not accurate for ragdolls.

I’v left a post in answer hub yesterday but no one answers there.
https://answers.unrealengine.com/questions/441677/procedural-mesh-collision-dosnt-affect-ragdoll.html
Please take a look in it.

Here is a video that shows the problem. Once I add some more complex geometry the collision get messed up.
https://youtube.com/watch?v=m9QAPtfLkBI
Please try to regenerate this issue epic. This is really important for my game.

Only happen when edit the mesh at runtime ? If are meshes edited in editor, at run don’t give problems ?

This system’s purpose is to run in a packed game. it doesn’t work while in normal editor mode.

I’m afraid I can’t think why that might be happeneing. I’d suggest grabbing the PhysX Visual Debugger (from NVIDIA) and using it to see exactly what collision mesh is being created. It is quite hard to tell from the video. Also there is a know problem with switching a body from kinematic to simulated while overlapping a triangle mesh (it will fall through). We plan to fix that for 4.13.

Well it seems to work if I AddActorWorldOffset(FVector(0, 0, 200)) to the character’s and then wait 0.1f and then starting to simulate the physics ( so it have time to fly around before touching the mesh ).
So it seems like this:

“Also there is a know problem with switching a body from kinematic to simulated while overlapping a triangle mesh (it will fall through). We plan to fix that for 4.13.”

is the problem.

Any idea when 4.13 will be released with that fix?