Okay, this was very strange. You can see my settings in an earlier post. Somehow, a window or window frame that was easily, 600 units above that tile was somehow blocking it. I had to go up 2 floors worth of stuff and change collisions. That should have been well within the bounds that would have allowed a tile to be generated. Oddly it isn’t even the floor above that is causing an issue…its’ the floor 2 floors above that is. This change also fixes some of the the other doors I was having issues with. I’ll spend some time cleaning up all the meshes, at this point I was just trying to get a grasp on how all the things worked so that I knew what I could do.
Thanks for the detailed explanation.
I’m glad it’s fixed, but I’m a bit bothered that it’s not exactly clear why it wasn’t working. My minimum height distance is only 200 but these walls are 300 tall. While the higher walls were blocking path trace, I feel like they should not have actually interfered with the floors below.
Thanks, I’ll be posting some stuff about the game on Facebook
follow up question here, is it possible to rotate the ladder? I’m trying to place it in game, and on one side of a tile, at it’s default rotation it works fine (sort of) but on another side of the tile, rotated 90 on Z, it won’t make any connection. On the rotation that it does work on, it behaves oddly as you can see in the pictures. It works, but the spline is strange. Rotated ladder is last, you see it won’t make the connection there, or anywhere else
Is the animbp something that gets cached somewhere for each unit on game start? I’m setting up a weapon switch ability that involves changing the BP (pistol to rifle, they don’t have the same pose), so I need to change the animBP on the fly. I created a function on BP unit that takes in an anim class from my weapon switch ability, and override that on my pawn. It simply references the mesh and assigns the new class that is passed from the ability. Upon activating the ability, everything appears fine the unit seems to be using the idle animation from the new BP, but after that, nothing works. If I try to move, it gets no speed reference from the unit. If i try to fire, it gets nothing. I already have it set up so that it refreshes the weapon abilities and the UI to display them. If I otherwise start the game with that animbp set, it works fine, in fact I’m using it on the other pistol wielding pawns right now. It’s not acting as it should, so I just want to check if there is some hidden node also tied in to this that I’m not aware of. As a point of testing, if I start with the rifle ABP and switch to the pistol and back to the rifle, the rifle also stops working properly. it idles, but when I move, it no longer gets speed or any other player state info