Comments (4)
So this issue occurs because when we place a building the code calls a FlattenTerrain, but since we don't have the distant planet mesh that is being loaded, the ground collision that is generated in the FlattenTerrain is just an empty mesh (no collider at all)
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Right now, I can think of 2 ways of fixing this:
- We can try to find a way to call or replicate what the
PlanetModelingManager.RequestLoadPlanetFactory()
does to generate the planet mesh on the host and remote clients that are not on the planet. - We could also store all the FlattenTerrain operation that could not be perform on the host or on remote clients and request the list of FlattenTerrain operation that we have missed when we load the planet. We should also either save those operation to disk on the host or apply them all before closing the host game.
If anyone have a better idea please share your ideas 😄
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Retested and seems to be closed
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By the way, I'm still seeing this exact problem pop up only for the host machine. I'm currently on EA 0.9.25.12201 Nebula 0.8.8.0, no extra mods installed. A restart to the main menu and back fixes the issue. I believe this problem happens when changing planets only.
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