Release switch floating (JB-beta2)

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Bloodyboy

UT3 JB Mapper
Jan 18, 2010
508
2
18
France
It is only a visual prob but "release switch" always gives the impression of floating: impossible to paste it on a "static mesh".
I would like to understand. Thanks
 

Wormbo

Administrator
Staff member
Jun 4, 2001
5,913
36
48
Germany
www.koehler-homepage.de
Maybe you need to reduce the CollisionHeight at bit. Switches, much like power nodes or CTF flags, are NavigationPoints. When you rebuild paths in UnrealEd, the engine might decide to snap the collision cylinder to the floor. So, if the cylinder is too high, the switch appears to be floating.

Then again, this might not be a problem with the switch (I'm sure this issue would have popped up before already.), but with the static mesh you are trying to place the switch on. Static meshes may have simplified collision shapes for rigid body and/or non-zero extent collisions. Switches count as "non-zero extent" in this context, so the path building algorithm aligns them to the simplified collision shape of the static mesh. Players will also walk on that simple shape and appear to be floating, so you might want to fix the static mesh collision instead of trying to force the switch in place. You can force per-poly collision on static meshes by setting Collision->bCollideComplex=True on the static mesh actor.
 

Bloodyboy

UT3 JB Mapper
Jan 18, 2010
508
2
18
France
:doh: haaaa .....ok

Sorry to post simple question about mapping on jailbreak forum but it is working on jailbreak maps :)