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Two GLTF Runtime actors with complex collision seem to ignore collision even though I've set their collision types to block appropriately #107

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ninjaclown123 opened this issue Dec 11, 2024 · 0 comments

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@ninjaclown123
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Consider two GLTF Runtime actors Box and Wall. Both of these have "Build Simple Collision", "Build Complex Collision" and "Allow CPU Access" set to enabled. I have also assigned an empty mesh to their "Outer" input nodes as well. I have set "Use Complex Collision As Simple" for both as I need complex collision for both actors. Both of them have "Collision Enabled".

Box has all of its nodes' "Collision Object Type" set to "WorldDynamic". Its "Collision Response" for "Destructible" is set to "Block" with everything else set to "Ignore".

Wall has "Collision Object Type" set to "Destructible". Its collision response for everything is set to "Block".

The actors are able to clip through each other given the above configuration. Is this intended behavior? I expected them to block each other.

In the above configuration, if i set the "Allow CPU Access" property of either of the actors to disabled, they successfully collide with each other but then I'm unable to use complex collision for the meshes. They collide with each other's simple collision meshes.

To reiterate, should two GLTF Runtime actors with complex collisions be able to clip one another even though I've set their collision responses to block each other?

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