cesium-unreal
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line trace by channel hit result is not correct
open map CesiumSamples/Maps/10/10_CesiumOSMWindows_Metadata.
when i hit a building in one side,the result is not correct .
The hit is not on the buildting surface, the offset is very tiny,about one ue unit.
I just use rayTriangleParametric to pick UCesiumGltfPrimitiveComponent , also have the same problem.
So i transform gltf local position to ue world position using
pGltfPrimitiveComponent->GetComponentTransform().TransformPosition, the ue world position is not at the ue scene location which it should being. there is having a offset (-0.7,0.6,0.1)
Hi @WxpGiser, can you walk us through what you're doing step-by-step, and include what you expected to see and what you saw instead? I can't quite understand what you're saying is going wrong.
I think the CollisionMesh is not coinciding with StaticMesh in the ue scene
Maybe StaticMesh location be shown in ue scene has error
Well... maybe, but I don't know why that would happen. Please tell us how to reproduce the problem ourselves. That's likely to lead to a solution more quickly than speculating about the cause of a problem we can't see.
I just open the latest version CesiumSamples/Maps/10/10_CesiumOSMWindows_Metadata,then find this appearance,the CollisionMesh is not coinciding with StaticMesh in the ue scene,in one side at the building.
ue5.4
I'm still not sure what you're showing me. Please walk me through it step-by-step.
@WxpGiser can you confirm that this still an issue for you? If so, please follow up with Kevin's comment above.
Otherwise, we'll close this issue for inactivity. Thanks!