Files
gig-line/Game/GigLine/Content/Hollywood/Textures/T_Concrete_R.uasset
T
zwitschi f8b9f070d9 fix(placement): give the sidewalk collision, and the player stands on it
The staged sidewalk mesh does not block a downward trace: the capsule fell straight through to
Road_Hollywood at 366 whatever height it started at, which is why three spawn values produced
identical captures. The mesh exists, carries QueryAndPhysics collision and its bounding box tops
out at Z 380, but a trace from above it - and a capsule landing on it - both pass through.

Until the kit mesh's own collision is fixed, an invisible 279 x 8.6 x 0.08 m cube supplies the
surface: top at Z 380, hidden in game, BlockAll. Verified in the same run that used to report the
road:

  top surface under player: Z=380 actor=StaticMeshActor_52 mesh=Cube
  foot Visibility: actor Z 470, feet 382, hit Z 380

So the capsule now rests on the pavement 2 cm above its surface.

The captures still read as floating in the ground-level shots, and the table records that: the
stopgap fixes what the character stands on, not what the camera sees, and those two disagree
until the sidewalk mesh's rendered top matches its collision.
2026-11-09 17:47:10 +01:00

17 KiBLFS