Dear ,
Oh wow, very nice to hear from you !
I am actually still testing my creative workaround!
My main problem is that custom collision for the dynamic mesh code as shared in the custom mesh plugin by Epic doesn’t seem to work in cooked games.
Which of course means I dont really have a real solution for a final product
I agree the collision bug is slippery!
It happens 100% for my main project, and is easy to reproduce.
I made a new landscape in a new 4.2 project , 3rd person c++ template, and I could not reproduce it!
Then I made a new 4.2 landscape in my main project and I reproduced it on the very first slope I tried to climb on the new landscape.
If you ever need my project to have easy repro just let me know!
[QUOTE=JackP;74093]
Another thing you might like to consider would be to convert your ULandscapeHeightfieldCollisionComponents into ULandscapeMeshCollisionComponents at cook time. That would completely solve the problem because the ULandscapeMeshCollisionComponent uses a PhysX trimesh, just like static meshes and BSP.
Cheers
[/QUOTE]
Could I get a bit more specific details on this idea? I can use my current solution for pre-packaged builds and your solution for cooked builds if I can figure out exactly what you mean for this guaranteed cook-time solution :)
If the solution you mentioned is guaranteed to work, how is it different then what you are currently doing? Is there data I need to calculate or is it a simple conversion process?
A bit more details on this guaranteed solution would be lovely, cause I definitely need a guaranteed solution right now :)
Thanks !