I have big static mesh (not regular). Collison preset are the same as colision sphere. Mesh have complex collision set as default.
Actor crossing sphere generate ‘on overlap begin’ event and continue this staying inside it. ( good for me )
Mesh generate this event only at the edge. (like no volume insdie). Inside overlaparray is empty.
How to tell UE4 that mesh have volume (is closed)?
Any idea?
Those arrays are empty when actor is inside staic mesh. (that I ask there why)
I must import/prepare mesh different? (eg generate complex or simple collision inside UE4 - or import it?)
Set extra ‘collisions’ ?
Set doubleside mesh?
I know. But I try recreate ‘Red zone’ for the map. It is non regular, big (ok not much relevant) and I must have two sets per map. Going with surrounding volumes isn’t good way (IMHO) and too much work to set it. My idea was to simplify all process and start from spline around map. Convert it to mesh and relevant minimap image. Another route is convert image to database set and compare locations. Effect same but much heavy ram usage and few more problems with UE4.
I know. But I try recreate ‘Red zone’ for the map. It is non regular, big (ok not much relevant) and I must have two sets per map. Going with surrounding simple volumes isn’t good way (IMHO) and too much work to set it. My idea was to simplify all process and start from spline around map. Convert it to mesh and relevant minimap image. Another route is convert image to database set and compare locations. Effect same but much heavy ram usage and few more problems with UE4.
Well, you can see it working above with a plain cube. So either there’s something up with the collision settings or, I’m wondering, does the collision of the mesh actually match the mesh shape?