Hi, Is there any way to fix this in a blueprint project?
I don’t have visual studio so I can’t edit the code
Hi everyone. I’ve had a look at this and managed to reproduce the issue you’re seeing with actors falling through landscapes. It’s not a problem with the snapping code, rather there appears to be some old landscapes that have a phantom collision object that has some bogus references.
The check inside IsHitIgnored is correct, as it’s checking if the landscape is being rendered in the viewport before snapping to it.
We’re looking at how the collision is getting into this state, but it doesn’t appear to be a problem with newly created landscapes.
One workaround for now is to run the “RecreateLandscapeCollision” console command. Failing that, you can select the landscape, then go to Manage->Change Component Size. Without changing any settings, hit apply. This should force the landscape to be updated with a new collision heightfield.
Entering RecreateLandscapeCollision into the editor console worked for me. Thank you!
I would be very careful, this command at first seems to work but in the end, it did not. I employ you to run around all playable areas after this command.
At first, it seemed to work for us. Then we started to run around the map and we found collision holes where we would just fall through the landscape.
Again, please check for these holes before continuing your production on the map.
Hi, I’m hit this “apply” in “change component size” but when I use it all my terrain was corrupted. here you have a youtube video what happening.
Can you make that as a new post. What you posted is not related to this issue.
Thank you!
Tim
Hi, I have a same problem at 5.0.
It’s almost the same but there are some difference.
It’s fine when it’s not runtime.
But at runtime I reproduce this problem.