I’m creating a vision cone for a stealth game NPC that changes shape with terrain. That is, a cone that does not go through walls but follows their shape to indicate that the NPC can see you through windows and around obstacles as he moves. To do this I am using a procedural mesh component that is generated using points I get from a circular EQS query. The cone works great, and updates in real time as expected. However, when my NPC rotates (turns in any direction) the Procedural mesh seems to drift of separate from the NPC. It only happens when he rotates. Also I noticed that if you rotate the NPC during simulation the Procedural mesh rotates faster than he does by quite a bit, while the EQS results maintain their relative position from the NPC all the way around.
I went as far as to plot the points individually by hand and set up my triangles by hand as well. (An absurdly long and tedious task). Always the cone works great until the NPC changes directions or turns in anyway.
If anyone knows what could be causing this problem. Any help would be greatly appreciated…
Oh, I also tried replacing the EQS with Linetraces and ended up with near identical results.