Added custom car collision in raycast sensors
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f6831da92e
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@ -96,4 +96,9 @@ InitialAverageFrameRate=0.016667
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PhysXTreeRebuildRate=10
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DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
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[/Script/Engine.CollisionProfile]
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+Profiles=(Name="CustomSensorCollision",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="SensorObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="SensorObject"),(Channel="SensorTrace")),HelpMessage="Used for custom collision meshes for objects that has very complex meshes but we want them to appear in raycast based sensors")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="SensorObject")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="SensorTrace")
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+EditProfiles=(Name="BlockAll",CustomResponses=((Channel="SensorObject"),(Channel="SensorTrace")))
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+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="SensorObject",Response=ECR_Overlap),(Channel="SensorTrace",Response=ECR_Overlap)))
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@ -125,7 +125,7 @@ void ARadar::SendLineTraces(float DeltaTime)
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OutHit,
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RadarLocation,
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EndLocation,
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ECC_MAX,
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ECC_GameTraceChannel2,
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TraceParams,
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FCollisionResponseParams::DefaultResponseParam
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);
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@ -152,7 +152,7 @@ bool ARayCastLidar::ShootLaser(const uint32 Channel, const float HorizontalAngle
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HitInfo,
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LidarBodyLoc,
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EndTrace,
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ECC_MAX,
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ECC_GameTraceChannel2,
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TraceParams,
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FCollisionResponseParams::DefaultResponseParam
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);
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