SetActorTransform breaks collision for InstancedStaticMesh

anonymous_user_a28dfb87
Thu, 14 Jul 2016 00:19:56 +0000
Asset Creation

Hello everyone,

I am working on some procedurally generated buildings for my project, and found a rather unpleasant bug. I have an actor called SegmentRoom, which currently consists only of one InstancedStaticMesh. It has all collisions on and generates a floor of given dimensions, exposed on spawn. I spawn it from the level blueprint, and If i feed the transform to the Spawn node, everything works fine, I can stand on the floor and colide with it properly. HOWEVER if I spawn at some other location, and then use SetActorTransform on the ReturnValue of Spawn node, the collisions are gone. I fall right through any instance created with InstancedStaticMesh.

Tests I did:
Added a normal StaticMesh - it retains it’s collisions, ISM stil looses them.
Using SetActorLocation / SetActorRotation Nodes separately - collision lost.
Turned on all the fancy opcions in under Physics of ISM - no effect,
All possible combinations of Sweep and Teleport on SetActorTransform node - no effect.

I am working on 4.12.5

Thanks in advance for any help, or a workaround at least. I know that for a simple room I could probably make a floor another way, but I am going to create some more advanced assets this way, and many times I will NEED to transform the actor afterwards, because each segments has components that mark where he can connect with others, which are added in construction script according to exposed parameters.

5 posts - 1 participant