FindCollisionUV always returns False on Skeletal Meshes
User Description:
In UE 4.14.0, the blueprint "Find Collision UV" functions doesn't work properly with Skeletal Meshes. While it works fine for all other objects, it returns X=0.0, Y=0.0 for any place on Epic mannequin.
How to reproduce:
Place the mannequin from UE4 starter content
In a blueprint, do MultiLineTraceForObjects ---> (check for skeletal, if needed) ---> Find Collision UV ---> Print
1. Open the attached test project
2. PIE
3. Left-mouse click to shoot a line trace at the skeletal mesh
Results: The FindCollisionUV will always return False and X=0.000 Y=0.000
Expected: For it to return True when set correctly and provide an accurate coordinate
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
45 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.13.2, 4.14.1 |
Created | Dec 14, 2016 |
---|---|
Resolved | Dec 14, 2016 |
Updated | Apr 27, 2018 |