Announcement

Collapse
No announcement yet.

Implement Runtime Collision Detection for Procedural Generated Meshes

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #31
    Originally posted by Rama View Post
    What happens if you create a packaged game for windows? Does the runtime collision get cooked properly?

    Rama
    I can confirm that the packaged Windows build works correctly with the runtime collision cooking, however a packaged Android build still does not, it sounds like Gleb over here has reproed the issue with Android and can hopefully follow up with what's happening.

    Once again awesome work guys! I feel lucky that this was more or less working when I found it

    All the best.
    Last edited by Maddius; 11-20-2014, 06:43 AM.

    Comment


      #32
      Not sure if this is the same issue but the collision on my spline mesh is lost on only the packaged version of my game. Editor version works just fine.

      Click image for larger version

Name:	CollisionAtRuntime.png
Views:	1
Size:	405.7 KB
ID:	1066694
      Crystal Flux a Snowboarding Shooter:https://twitter.com/GadzGamz
      Pinball Template:http://www.pinterest.com/gadzgamz/pinball-template/
      Hot Springs Air Hockey: Hot Springs
      Latest release: Bonsai Golf Coral

      Comment


        #33
        Originally posted by RyanGadz View Post
        Not sure if this is the same issue but the collision on my spline mesh is lost on only the packaged version of my game. Editor version works just fine.
        Hi RyanGadz,

        Please post this to the answerhub in the bug reports section at http://answers.unrealengine.com so we can investigate this in depth? Thank you!
        Adam Davis | Marketplace Support | Epic Games
        How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

        Comment


          #34
          We have the same problem and after looking into the source code, we hacked it by setting "BodySetup->bHasCookedCollisionData = true" before calling "BodySetup->CreatePhysicsMeshes()". Again, this is only a hack, but we needed it to show some demo.

          I hope this information helps during debugging.

          Comment


            #35
            Originally posted by Adam Davis View Post
            Hi RyanGadz,

            Please post this to the answerhub in the bug reports section at http://answers.unrealengine.com so we can investigate this in depth? Thank you!
            I have https://answers.unrealengine.com/que...ged-build.html
            Crystal Flux a Snowboarding Shooter:https://twitter.com/GadzGamz
            Pinball Template:http://www.pinterest.com/gadzgamz/pinball-template/
            Hot Springs Air Hockey: Hot Springs
            Latest release: Bonsai Golf Coral

            Comment


              #36
              I am having the same issue, even though some people are saying export to Windows works. For me it is only working in editor and not in Windows or Android. I am not using a custom written mesh class though, merely a spline mesh component which I have assigned a static mesh to from the editor.

              Comment


                #37
                I am run this example progect (https://github.com/SRombauts/UE4ProceduralMesh/). But if I am create RayTrase Line, and forward it on Mesh, Engine will crash (ue 4.7.1).
                My projects:
                The Future City Project
                Climbing movement component
                StoryGraph quest and dialog editor

                Comment


                  #38
                  I am having the same issue in 4.7.5, the collision works fine in editor. As soon as I package and run it, collision stops working.

                  Code:
                  	PrimaryActorTick.bCanEverTick = true;
                  	Mesh = CreateDefaultSubobject<UProceduralMeshComponent>(this, TEXT("Mesh"));
                  
                  	RootComponent = Mesh;
                  And then I simply call SetProceduralMeshTriangles().
                  Last edited by S0rn0; 04-09-2015, 04:14 PM.

                  Comment


                    #39
                    As Per polytopey comments, (in 4.7.6) it appears there is a bug / feature deep in the serialization code that fails to serialize meshes that don't currently have collisions enabled (UStaticMesh::ContainsPhysicsTriMeshData).

                    My workaround was overriding UObject::PreSave() for my mesh container class to temporally turn all collisions back on.
                    Remember that you will have to fix the code, launch the editor and rebake to reserialize the fix in game...

                    More, specific to (road) spline meshes at https://answers.unrealengine.com/que...ged-build.html
                    Last edited by psychogony; 05-15-2015, 12:51 AM.
                    Dialectical a futuristic racer is out now on Google Play (currently soft launched in Australia / New Zealand only).

                    Comment


                      #40
                      Edit: double post.
                      Last edited by psychogony; 05-15-2015, 12:51 AM.
                      Dialectical a futuristic racer is out now on Google Play (currently soft launched in Australia / New Zealand only).

                      Comment


                        #41
                        Has there been any progress with this? My procedural mesh's collision works fine within the editor but not when deployed to android. I've tried adding "BodySetup->bHasCookedCollisionData = true" to the component before the "BodySetup->CreatePhysicsMeshes()" is called but this does not seem to do anything.

                        Comment


                          #42
                          I was just told that they do not support runtime cooking for collision on mobile. Has anyone had any workarounds develop? Is the only option to spawn collision primitives where I need them?

                          https://answers.unrealengine.com/que...android-4.html

                          Comment

                          Working...
                          X