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Posted

I think this is because the bounding box of the original entity does not include the instance you made in the geometry shader.  I recall having the same issue a while back.  I can't remember if the bounding boxes in LE4 can be manually adjusted or not...

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Posted

I think what I ended up doing was adding another surface to my model in which I added 2 vertices not linked to a triangle.  I placed one vertex at the location that I wanted for the AABB's min position and the other vertex at the location that I wanted for the AABB's max position.  Then I called Model::UpdateAABB().  I have a feeling this worked but can't be sure.

Another option might be to disable culling;

SetOcclusionCullingMode(false, true);

I'm not even sure if that's the right command.  It's been a while since I used LE4.

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Posted
10 hours ago, Lethal Raptor Games said:

I think what I ended up doing was adding another surface to my model in which I added 2 vertices not linked to a triangle.  I placed one vertex at the location that I wanted for the AABB's min position and the other vertex at the location that I wanted for the AABB's max position.  Then I called Model::UpdateAABB().  I have a feeling this worked but can't be sure.

this up here GIF by Chord Overstreet

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