fix(collision): terrain bbox proxy buried the whole street

The player never fell through - it stood on an invisible 8 m box. The
imported Terrain_DEM carried only a bounding-box simple collision proxy,
so every downward trace in the block hit Demo_Terrain_DEM at Z 819 (the
mesh bbox max) and the road/sidewalk underneath were unreachable. The
view from up there looked plausible, which is why it read as working.

- add UGigLineAssetTools (C++): set complex-as-simple collision on a
  static mesh; UE 5.8 exposes ECollisionTraceFlag, not
  bUseComplexAsSimpleCollision, and Python cannot set it at all.
- builder forces + saves the terrain asset as complex-as-simple (the flag
  lives on the asset, so saving only the .umap loses it).
- spawn (-13336, -1150, 600): inside the carved corridor; lands on the
  road at Z 456 (feet 368 on road top 366).
- HighResShot 1280x720, not "1280 720" (that is multiplier 1280).
- keep SIM + single ground-probe diagnostics (TEMP QA).
This commit is contained in:
zwitschi committed 2026-11-08 11:30:41 +01:00
1 parent 2bab0fb0cd
commit 2bb1e74814
14 files changed
+157 -21

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@@ -0,0 +1,65 @@
#include "GigLineAssetTools.h"
#include "Engine/StaticMesh.h"
#include "PhysicsEngine/BodySetup.h"
#include "StaticMeshResources.h"
void UGigLineAssetTools::SetComplexCollisionAsSimple(UStaticMesh* Mesh, bool bEnable)
{
if (!Mesh)
{
return;
}
UBodySetup* BodySetup = Mesh->GetBodySetup();
if (!BodySetup)
{
return;
}
BodySetup->CollisionTraceFlag = bEnable ? CTF_UseComplexAsSimple : CTF_UseSimpleAndComplex;
BodySetup->InvalidatePhysicsData();
BodySetup->CreatePhysicsMeshes();
Mesh->MarkPackageDirty();
Mesh->PostEditChange();
}
void UGigLineAssetTools::ClearSimpleCollision(UStaticMesh* Mesh)
{
if (!Mesh)
{
return;
}
UBodySetup* BodySetup = Mesh->GetBodySetup();
if (!BodySetup)
{
return;
}
BodySetup->AggGeom.EmptyElements();
BodySetup->InvalidatePhysicsData();
BodySetup->CreatePhysicsMeshes();
Mesh->MarkPackageDirty();
Mesh->PostEditChange();
}
FString UGigLineAssetTools::GetCollisionComplexity(UStaticMesh* Mesh)
{
if (!Mesh)
{
return TEXT("no mesh");
}
const UBodySetup* BodySetup = Mesh->GetBodySetup();
if (!BodySetup)
{
return TEXT("no body setup");
}
const int32 Flag = static_cast<int32>(BodySetup->CollisionTraceFlag.GetValue());
if (Flag == CTF_UseComplexAsSimple) { return TEXT("UseComplexAsSimple"); }
if (Flag == CTF_UseSimpleAsComplex) { return TEXT("UseSimpleAsComplex"); }
if (Flag == CTF_UseSimpleAndComplex) { return TEXT("UseSimpleAndComplex"); }
return TEXT("ProjectDefault");
}
@@ -0,0 +1,34 @@
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "GigLineAssetTools.generated.h"
class UStaticMesh;
/**
* Small editor-side helpers for the headless asset pipeline scripts.
*
* Exposed to Python so tools can fix up imported meshes that the Interchange
* importer gives unusable default collision. The terrain is the motivating
* case: without complex-as-simple it gets a bounding-box proxy, so the whole
* street sits under an invisible 8 m box and the player walks on the box lid.
*/
UCLASS()
class GIGLINE_API UGigLineAssetTools : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/** Make collision trace against the mesh triangles instead of a proxy hull. */
UFUNCTION(BlueprintCallable, Category = "GigLine|Assets")
static void SetComplexCollisionAsSimple(UStaticMesh* Mesh, bool bEnable = true);
/** Drop any generated simple collision (hulls/boxes) from the mesh. */
UFUNCTION(BlueprintCallable, Category = "GigLine|Assets")
static void ClearSimpleCollision(UStaticMesh* Mesh);
/** Report the current collision complexity: "SimpleAndComplex", "Simple", ... */
UFUNCTION(BlueprintCallable, Category = "GigLine|Assets")
static FString GetCollisionComplexity(UStaticMesh* Mesh);
};
@@ -134,7 +134,7 @@ void AGigLineCharacter::BeginPlay()
{
if (APlayerController* PC = Cast<APlayerController>(GetController()))
{
PC->ConsoleCommand(TEXT("HighResShot 1280 720"));
PC->ConsoleCommand(TEXT("HighResShot 1280x720"));
}
}, 1.5f, false);
@@ -146,15 +146,26 @@ void AGigLineCharacter::BeginPlay()
{
UCharacterMovementComponent* M = GetCharacterMovement();
UE_LOG(LogTemp, Log,
TEXT("GigLine SIM: t=%.2f Z=%.0f grav=%.1f fall=%d local=%d role=%d mode=%d ctrl=%s"),
TEXT("GigLine SIM: t=%.2f XYZ=(%.0f,%.0f,%.0f) grav=%.1f fall=%d local=%d role=%d mode=%d ctrl=%s"),
GetWorld() ? GetWorld()->GetTimeSeconds() : -1.f,
GetActorLocation().Z,
GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z,
M ? M->GetGravityZ() : 0.f,
(M && M->IsFalling()) ? 1 : 0,
IsLocallyControlled() ? 1 : 0,
(int)GetLocalRole(),
M ? (int)M->MovementMode : -1,
GetController() ? *GetController()->GetName() : TEXT("NONE"));
if (UWorld* W = GetWorld())
{
const FVector L = GetActorLocation();
FHitResult Hit;
FCollisionQueryParams Q(TEXT("GigLineGroundProbe"), false, this);
const bool bHit = W->LineTraceSingleByChannel(Hit,
FVector(L.X, L.Y, 3000.f), FVector(L.X, L.Y, -3000.f), ECC_Visibility, Q);
UE_LOG(LogTemp, Log, TEXT("GigLine GROUND: top=%.0f actor=%s"),
bHit ? Hit.ImpactPoint.Z : -9999.f,
bHit && Hit.GetActor() ? *Hit.GetActor()->GetActorLabel() : TEXT("none"));
}
}, 1.0f, true);
}