Comments (3)
Hi @KieranCoppins , thanks for the screenshots.
From what I'm reading, are you expecting the Cartographic polygon to have an effect on the collision mesh?
Cartographic polygons currently only affect the visual aspect of geometry, not any of the physics geometry.
This tutorial mentions it briefly...
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Hi @csciguy8, thanks for your response, sorry I took so long to get back to you!
I see, well it appears that the cartographic polygon does cull out the physics mesh but it doesn't do so accurately at high zoom levels. Is there a plan in the future to make the physics mesh match the graphical mesh we are seeing?
Our use case is using google 3d tiles but replacing some buildings with 3d models by cutting out the 3d tiles and placing a static mesh actor in the level.
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Hi @KieranCoppins,
The reason that you see some "culling" of physics meshes is because of the Exclude Selected Tiles setting. When this is enabled, any tiles that fall completely inside the polygon will not even be loaded in the first place. So that's why they seem "culled" -- they don't even load.
The trickier part is when tiles fall both inside and outside the polygon. For that crisp polygon-edge clipping effect, we visually hide the tile portions that are inside the polygon. But we don't do any modifications to the actual geometry, so you'll still get collisions for those tiles.
Unfortunately, geometry clipping is a nontrivial feature, especially when considering runtime streaming and performance. We're definitely aware of the value of geometry clipping for various use cases, so we have an issue open for it at #1300. I can't give you a time estimate for this feature, but we'll post any and all updates on our progress to that issue!
Since this is expected behavior from the plugin, I'm going to close this issue. Feel free to use that other issue to add a +1 or share your needs / use cases. Thank you!
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