Announcement

Collapse
No announcement yet.

Implement Runtime Collision Detection for Procedural Generated Meshes

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

  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Edit: double post.
    Last edited by psychogony; 05-15-2015, 12:51 AM.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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).

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by Maddius View Post
    Hey,

    Thanks for all the great work on this, I'm on 4.5 and am using the runtime cooking however, it only seems to work in editor and only if I launch a Windows build from within the editor, if I launch to my Android device the collision doesn't seem to get cooked, I've described this in more detail in the latest comment here there seems to be some platform specific settings for the runtime cooking but I'm not sure how to turn this on for Android, does anybody know if it's possible?

    Thanks
    What happens if you create a packaged game for windows? Does the runtime collision get cooked properly?

    Rama

    Leave a comment:


  • replied
    Hey,

    Thanks for all the great work on this, I'm on 4.5 and am using the runtime cooking however, it only seems to work in editor and only if I launch a Windows build from within the editor, if I launch to my Android device the collision doesn't seem to get cooked, I've described this in more detail in the latest comment here there seems to be some platform specific settings for the runtime cooking but I'm not sure how to turn this on for Android, does anybody know if it's possible?

    Thanks

    Leave a comment:


  • replied
    Originally posted by Uninventive View Post
    Did this make it into 4.5? I don't see anything about it in the patch notes.
    I saw that it was checked in. Either it was missed in the notes, or QA kicked it out.

    Leave a comment:

Working...
X