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Newly added/moved composites do not have any collisions #514

@FoxyFoxy67

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@FoxyFoxy67

Hello,

I'm trying to create a new level with OpenCAGE which is just a clone of the HAB_Airport level without the ENVIRONMENT and MISSIONS composites.
I built my level with the built-in composites, one of them is the "AYZ/Technical/Feature_Med/AirLock_W" which has collisions built in.

The problem comes when I test ingame, I'm falling through the composites, and after some tests, I figured out the collisions do not follow the models at all.
Even if they have a COLLISION_MAPPING reference.

Here's how to reproduce the same test as I did:

  • Reproduce the same Level as me (HAB_Airport without ENVIRONMENT and MISSIONS composites)
  • Put back only the ENVIRONMENT composite
  • Find the Airlock_W_1 in the ENVIRONMENT composite, the path should be something like this : "ENVIRONMENT_Airport > Entrance_Area_Section > Airlock_W_1"
  • Once you find the Airlock_W_1 place a SpawnPositionSelect composite above the roof of the Airlock_W_1 not inside
  • Then make the player spawn on the LevelLoaded signal, but only Teleport him after 5seconds because the ENVIRONMENT already has that logic
  • We need to do one last thing before lauching the game
  • Put a ModelReference with the model "AYZ\TECHNICAL\FEATURE_MED\AIRLOCK_W\AIRLOCK_W_DISPLAY.cs2" at the position of the Airlock_W_1 model without any collision.
  • Then save and launch the game
    You should be able to walk on the Airlock
  • Now go back to the editor and offset the ENVIRONMENT position in the X axis by 1.5 or more
  • Save and Reload the level, you should still be able to walk on the ModelReference but not where the level is supposed to be.

Here's some additional info:
OpenCAGE Version: 0.14.0.029
OpenCAGE Branch: "STAGING"

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    [TOOL] Script EditorThis issue applies to the script editor within OpenCAGE.bugSomething which causes issues when using the tools.

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