The player collision debug visualization for negatively scaled boxes is rendering the back faces, not the front faces.
The debug primitives are rendered via the dynamic mesh builder. FDynamicMeshBuilder::GetMesh() does already reverse the culling for negatively scaled meshes
Mesh.ReverseCulling = LocalToWorld.Determinant() < 0.0f ? true : false;
but in this case, the determinant is positive because FKAggregateGeom::GetAggGeom separates the scaling from the transformation:
const FVector Scale3D = Transform.GetScale3D();
FTransform ParentTM = Transform;
ParentTM.RemoveScaling();
Tested for boxes, spheres and capsules, but only the boxes were rendering incorrectly.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-316484 in the post.
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Component | UE - Simulation - Physics |
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Affects Versions | 5.6, 5.6.1, 5.7 |
Created | Sep 1, 2025 |
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Updated | Sep 2, 2025 |