RO2 Dynamic Meshes

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StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
Im having an issue with chairs and tin cans and other objects that are marked as can become dynamic. As I play the map in editor and I walk over these dynamic objects, some of them just disappear instantly or start spinning and moving around like crazy.

I did made the properties to look just like in the stock maps dynamic meshes, but it didnt help.

What I am doing wrong here ?.
 

nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
Im having an issue with chairs and tin cans and other objects that are marked as can become dynamic. As I play the map in editor and I walk over these dynamic objects, some of them just disappear instantly or start spinning and moving around like crazy.

I did made the properties to look just like in the stock maps dynamic meshes, but it didnt help.

What I am doing wrong here ?.

Do you have your KillZ set to something lower than 0?
I set mine for -2000
 

Twrecks

Active member
Dec 28, 2011
1,241
10
38
Ventura, California
...What I am doing wrong here ?.

Dynamic Static meshes are born that way, not made by checking boxes.

Cut-n-paste dynamic meshes from stock maps, you can always over-ride the mesh used in the advanced properties.

Open any stock dynamic mesh in the browser and you will see they have the "may become dynamic" selected. Don't ever change stock mesh propeties in the viewer. 1, it doesn't work, and 2, you're changing stock assets, bad and won't behave for other players or cause mis-match package errors.

If you must have a mesh dynamic, but isn't, in the content bowser make-a-copy and save it to your map package. From there edit the properties to dynamic. Altering advanced properties (F4) from the SDK inside the map doesn't work well, if at all.
 

StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
Do you have your KillZ set to something lower than 0?
I set mine for -2000

Didnt help.

Dynamic Static meshes are born that way, not made by checking boxes.

Cut-n-paste dynamic meshes from stock maps, you can always over-ride the mesh used in the advanced properties.

Open any stock dynamic mesh in the browser and you will see they have the "may become dynamic" selected. Don't ever change stock mesh propeties in the viewer. 1, it doesn't work, and 2, you're changing stock assets, bad and won't behave for other players or cause mis-match package errors.

If you must have a mesh dynamic, but isn't, in the content bowser make-a-copy and save it to your map package. From there edit the properties to dynamic. Altering advanced properties (F4) from the SDK inside the map doesn't work well, if at all.

So are you saying that if I for example take a simple chair from the browser and place it to the map and choose the collision to ''RO_Can_Become_Dynamic'' from the properties, doesnt work ?.

Even if I copy-paste a dynamic mesh ( e.g. chair ) from a stock map, it wont work either, they just spin and move around like mad when touched while playing.

The weird thing is at they worked way back when I started to make the map.
 
Last edited:

Twrecks

Active member
Dec 28, 2011
1,241
10
38
Ventura, California
Didnt help.

So are you saying that if I for example take a simple chair from the browser and place it to the map and choose the collision to ''RO_Can_Become_Dynamic'' from the properties, doesnt work ?.

Yes, or will behave erradically... unless when you open the mesh in the browser it already has "become dynamic" enabled.

Even if I copy-paste a dynamic mesh ( e.g. chair ) from a stock map, it wont work either, they just spin and move around like mad when touched while playing.

They should keep their settings. I've had zero issues cut-n-pasting with two instances of the SDK running. If you're switching between maps, then all bets are off.

The weird thing is at they worked way back when I started to make the map.

Welcome to level design. Make sure you test them over a LAN/online, behaviors may change again. Cooking/brewing does matter, don't rely on PIE or the "workshop" option in game to play test your map.