TerrainQuery
An editable terrain query batch using the reconstructed engine's original triangle traversal, manifold correction and contact-retention path.
TerrainQuery
An editable terrain query batch using the reconstructed engine's original triangle traversal, manifold correction and contact-retention path.
Assign World and a static mesh Body as surface. Set memberGroup and give moving Body components that terrainGroup value. Group zero on a Body is unassigned. Multiple queries may address different surfaces, but duplicate body/surface pairs are rejected. Queries run in solverOrder, then entity-ID order; members retain Body.solverOrder. Ordinary pair traversal skips pairs covered by a query.
Padding, separation distance, edge-normal threshold, convexity tolerance and retention settings are explicit Inspector fields. They do not move bodies or replace physics with recorded poses. Collision-enabled and suppression-group rules remain effective. Without a TerrainQuery the prior contact path is used.
Interface
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conforms to
zero/source-extract/v2Explicit terrain batching through the preserved native query and retention code.
readDefinition(members: any) → any
| arg | type | description |
|---|---|---|
| members | any |
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agent_score is exposed.+ quality × 0.35
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