Terrain Completely Breaking Collision

Summary

My team is working on an island of moderate size. It is pretty packed, so I don’t know if this is affecting some unreachable properties of the level.
Some Distorted Meshes and materials were appearing overlayed on top of the editor, and when selected, the actor was the LODs. After restarting UEFN this was working fine again, but still.
The real issue is the terrain appears to loose collision with every slope/wall.
There are some of the Tiles “LandscapeStreamingProxy_x_y_z” (the childs of the landscape actor) that have correct collision but just a few.
A couple of times there has popped up a LOG pointing that some property has ilegally modified, being something like “walkable slope angle override”.
I have checked the documentation about this property but it seems its is linked to the player character, not the terrain(?). Either way, this property is nowhere to be seen in UEFN.
Some times updating the terrain, painting it or sculping it, may update those current tiles, but it breaks after a while.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

World Building

Steps to Reproduce

Have no clue, never happend before.

Expected Result

For the terrain to not be traversable

Observed Result

The terrain looses all collision in walls and slopes

Platform(s)

PC

Video

A few times after the last few updates, using paint and sculpt tools would cause all landscape tiles to start flickering, like z fighting with void.
Hovering the brush tool over an affected landscape tile the reticle is offset to the mouse curser.
Clicking on it once with the hydro sculpt tool, fixes it, there is also a noticable change visually to the landscape tile and the reticle correctly lines up with the mouse.
After the last update the flickering stopped, but the landscape still goes out of alignment, until I manually click on all 64 landscape tiles with the hydro tool.
It seems to stay aligned until UEFN gets an update. Which probably just indicates the landscape is getting worked on and everything needs refreshing, but its not automatically doing it.

Build Landscape, doesn’t fix it, but Build Landscape doesn’t seem as magical and wonderful as it used to, I miss the message log pop up

I would suggest closing the launched session, click on each tile with a hydro sculpt tool, then build hlods if needed and then launch a session to test

hello i have the same

kind off . i have a big size Terrain and i sculped it and Paint it and out of the Blue its started Glitching in the Viewport
and at loading a session you fall at some parts of the map.
but its as well not consistent everytime i load in UEFN or a new session the issue skip possition

I recognise as well that it takes over the terrain collission of a neighbor Terrain

And then Sometimes it just work with a “Push Changes” just fine and after one more time “Push Changes” not anymore again.

Quite annoiing.

I used Hydro onf the Trerrainpieces to try but it did not effect anything.
and the collission is on somewhere up or below. then i can run in the air or run thru all the terrain (hills and above holes)

1 Like

Thanks for the heads up

I haven’t launched a session for a while so I haven’t tested it edit/play, just noticed the responsiveness editor side. I intend to start testing soon.

Bit of a worry, I’ve got a big detailed terrain too.

I’m not sure how much has been fixed with the live edit updating to certain project changes like building HLODs and changes to landscape, out of habit I will close a session before building HLODs or updating terrain, then launch again.
Push Changes has gone through a few upgrades, but I have a feeling theres a possibility its still missing a few things that require a relaunch.

However, +1 vote, this collision mismatch with the landscape needs looking into