I’ve been using spline meshes to create a procedural racing track but ran into the issue of cooked builds not having collision.
I’ve seen various threads and posts about this issue but many of them are from months if not over a year old and I’m struggling to find a straight answer - is it possible to somehow get this working?
I noticed that this trello card seems to imply that it should work? Trello
I plan to be converting the blueprint to c++ along the line so if there a solution that only works for c++ that would be adequate, even if it’s something I can set in the base c++ class then inherit in the BP class on top.
Solutions that involve pre-baked pieces doesn’t really work as I need the flexibility of modifying spline points for the purpose of the game.
Things that might help eliminate things that need setting:
the spline meshes are set as static on creation in the BP
the collision on the mesh used is three UBX boxes, but generated collision by unreal didn’t work either
This currently cannot be implemented in the editor, but this is something that we have logged in our system to investigate further and attempt to find a solution. I will add your report to JIRA UE-15203 to show that other users are interested in this as well.
Hi TJ and others!
This bug is still exist in 4.15.2 version.
I build tracks from BluePrint with SplineMeshes and Complex Mesh collision.
If I start:
Play->Selected ViewPort - Collision Ok
Play->New Editor Window (PIE) - Collision Ok
Play->Standalone Game - Collision wrong, no collision
And if I build a version ( File->Package Project → Windows 64bit ) collision is Ok.
Cheers,
If it’s small enough or you can migrate assets to a smaller project, feel free to upload it directly here. If it’s still to large, upload it to Google Drive or Dropbox and post a download link here.