• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

RO2 Trigger StaticMesh Collision

LordGleedo

FNG / Fresh Meat
Jul 18, 2010
800
74
0
Bucks, England
www.theoldgitsarmy.com
I am a tad stuck on a collision issue that I have with a staticmesh that is defined in my trigger default properties.

I don't necessarily need to use a Trigger but it's what I am going with right now, and I expect if I was not using a trigger, I would still have the same collision issue.

Basically the collision on my staticmesh is not blocking Pawns. I am using the Touch event of the trigger to initiate a process but I need the staticmesh within the trigger to block the Pawn from moving inside it.

Here is my main trigger:
Code:
class FTIcebergTrigger extends Trigger;

simulated event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
{
	// do stuff blah blah blah....
}

DefaultProperties
{
	// setup for Touch event
	Begin Object NAME=CollisionCylinder
		CollideActors=true
		BlockActors=true
		CollisionRadius=50
		CollisionHeight=90
	End Object

	CollisionComponent=CollisionCylinder
	CylinderComponent=CollisionCylinder
	Components.Add(CollisionCylinder)

	bHidden=false
	bStatic=false
	bNoDelete=false

	bNoEncroachCheck=false
	bAlwaysRelevant=true
	RemoteRole=ROLE_SimulatedProxy

	bHardAttach=true
	TeamIndex=255
	AITriggerDelay=0.0
}
Here is another class which extends FTTrigger
Code:
class FTIcebergAlliesTrigger extends FTIcebergTrigger;

DefaultProperties
{
	Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
		AmbientGlow=(R=10,G=10,B=10,A=1)
		AmbientShadowColor=(R=10.0,G=10,B=10)
		LightShadowMode=LightShadow_ModulateBetter
		bCastShadows=false
	End Object
	Components.Add(MyLightEnvironment)

	Begin Object class=StaticMeshComponent Name=IceCube
		StaticMesh=StaticMesh'TOGAFreezeTagContent.Icebergs.IcebergRed'
		Materials(0)=Material'UI_Mats.ui_textures.scene_comp_M'
		RBChannel=RBCC_Untitled1
		//RBCollideWithChannels=(Untitled1=true, Pawn=false)
		BlockNonZeroExtent=false
		BlockZeroExtent=false
		BlockActors=true// - false allows Touch
		BlockRigidBody=true
		CollideActors=true
		CastShadow=false
		bCastDynamicShadow=false
		LightEnvironment=MyLightEnvironment
	End Object
	CollisionComponent=IceCube
	Components.Add(IceCube)
	DrawScale=1.25
}
No matter what settings I use, I can not make the StaticMeshComponent collide with Pawns. I have even tried using RBCollideWithChannels too.

I tried just setting up to fire Bump instead of Touch which does work but then the Pawn appears to try and climb and bounce off the Mesh, so I am currently stuck which ever way I try and solve this.

I would prefer to stick with Touch if possible. Any ideas greatly appreciated.

LG
 

dibbler67

FNG / Fresh Meat
Sep 4, 2011
654
6
0
Texas
I am a tad stuck on a collision issue that I have with a staticmesh that is defined in my trigger default properties.

I don't necessarily need to use a Trigger but it's what I am going with right now, and I expect if I was not using a trigger, I would still have the same collision issue.

Basically the collision on my staticmesh is not blocking Pawns. I am using the Touch event of the trigger to initiate a process but I need the staticmesh within the trigger to block the Pawn from moving inside it.

Here is my main trigger:
Code:
class FTIcebergTrigger extends Trigger;

simulated event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
{
	// do stuff blah blah blah....
}

DefaultProperties
{
	// setup for Touch event
	Begin Object NAME=CollisionCylinder
		CollideActors=true
		BlockActors=true
		CollisionRadius=50
		CollisionHeight=90
	End Object

	CollisionComponent=CollisionCylinder
	CylinderComponent=CollisionCylinder
	Components.Add(CollisionCylinder)

	bHidden=false
	bStatic=false
	bNoDelete=false

	bNoEncroachCheck=false
	bAlwaysRelevant=true
	RemoteRole=ROLE_SimulatedProxy

	bHardAttach=true
	TeamIndex=255
	AITriggerDelay=0.0
}
Here is another class which extends FTTrigger
Code:
class FTIcebergAlliesTrigger extends FTIcebergTrigger;

DefaultProperties
{
	Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
		AmbientGlow=(R=10,G=10,B=10,A=1)
		AmbientShadowColor=(R=10.0,G=10,B=10)
		LightShadowMode=LightShadow_ModulateBetter
		bCastShadows=false
	End Object
	Components.Add(MyLightEnvironment)

	Begin Object class=StaticMeshComponent Name=IceCube
		StaticMesh=StaticMesh'TOGAFreezeTagContent.Icebergs.IcebergRed'
		Materials(0)=Material'UI_Mats.ui_textures.scene_comp_M'
		RBChannel=RBCC_Untitled1
		//RBCollideWithChannels=(Untitled1=true, Pawn=false)
		BlockNonZeroExtent=false
		BlockZeroExtent=false
		BlockActors=true// - false allows Touch
		BlockRigidBody=true
		CollideActors=true
		CastShadow=false
		bCastDynamicShadow=false
		LightEnvironment=MyLightEnvironment
	End Object
	CollisionComponent=IceCube
	Components.Add(IceCube)
	DrawScale=1.25
}
No matter what settings I use, I can not make the StaticMeshComponent collide with Pawns. I have even tried using RBCollideWithChannels too.

I tried just setting up to fire Bump instead of Touch which does work but then the Pawn appears to try and climb and bounce off the Mesh, so I am currently stuck which ever way I try and solve this.

I would prefer to stick with Touch if possible. Any ideas greatly appreciated.

LG
This is a very late shot in the dark, but I believe your static mesh needs to use per poly collision if you want to collide with the mesh component. Also try bBlockNonZeroExtent=true