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Description
Tested versions
- Reproducible in v4.4.1.stable.official [49a5bc7]
System information
Godot v4.4.1.stable - Windows 11 (build 26100) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.7640) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 threads)
Issue description
Godot seems to operate on a cached version of the mesh data when Creating Collision Shapes from it, despite the mesh updating visually.
Steps to reproduce
This is done with a .blend
automatic import
- Add a
.blend
to a scene - Right click on the new node and toggle "Editable Children" to see the mesh
a. Optionally, you can create a New Inherited Scene and observe the same results - Select the child mesh
- Open the Mesh menu and select "Create Collision Shape..."
- Hit "Create" and observe that your
CollisionShape3D
is created - Open the file in Blender
- Edit the mesh geometry & save
- Return to Godot
- Observe that all of your asset re-imports and all changes are visible in the scene as expected
- Repeat steps 1 through 5 above
- Observe that the new
CollisionShape3D
matches the old geometry, not matching your edits
I thought this might be intended (or some some other feature of an Inherited Scene that I'm not familiar with), but it stops happening if you close and reopen Godot, so it seems like something is cached in-memory and isn't being updated the way the rest of the attributes get re-imported.
Minimal reproduction project (MRP)
N/A
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