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Troubleshooting — Wall Plugin

Troubleshooting

Known limitations, crashes, and workarounds for the CodPassionWall plugin.


Maximum wall length (crash at ~16,384 units)

Problem: Unreal Engine crashes if a single wall is longer than approximately 16,384 Unreal units (~163 m). This is caused by exceeding the maximum texture dimension supported by the engine.

Workaround:

  • Split long walls into multiple segments. A safe limit is around 30,000 units (~30 m) per segment (the documentation’s recommendation).
  • Each time a wall approaches the limit, spawn a second wall starting where the first ends.
  • Keep references to both walls and update them as long as the player is dragging.

Reveals do not cut physics collision

Problem: Placing a door or window reveal cuts a visual hole in the wall mesh, but the wall’s physics collision is not affected. Players and AI cannot pass through the hole by default.

Workarounds:

For AI / NavMesh:

  • Use a navigation proxy volume or modifier volume at the doorway.
  • Let the wall contribute to the NavMesh as a solid obstacle; add a NavMesh link or nav modifier to create a passable connection through the door.

For player passage (third-person):

  • Add a non-colliding wall segment filling the door opening — this fills the visual hole without blocking movement.
  • Alternatively, disable collision on a specific collision channel for the wall mesh and manage it separately.

Corner gap at multi-wall intersections

Problem: When three or more walls meet at a point, a small visible gap appears at the inner corner. The plugin calculates clean corner joins for two walls but does not yet fill the gap that appears when more than two walls meet.

Current status: This is a known missing feature. It may be added in a future update based on demand.


Wall height mismatch between Blueprint default and editor panel

Problem: Walls placed manually as PlaceableWall_BP actors have a default wall_height of 200. Walls placed using the editor panel Place Wall tool have a default height of 260 (the editor widget’s default).

This means walls placed through different methods may have different heights in the same scene.

Fix:

  • When manually placing PlaceableWall_BP, change wall_height in the Details panel to match your target height.
  • In the editor panel, change the Height value before placing walls to match your project’s standard.
  • When spawning walls at runtime, always pass the desired height explicitly using the wall_height expose-on-spawn parameter.

Abbort Draw Call typo in Blueprint node name

The Blueprint node for cancelling a paint operation is named Abbort Draw Call (with double-b). This is a typo in the source code.

The node name you see in the Blueprint editor will match the source — use Abbort Draw Call as the node name.


Network replication not included

The plugin does not include built-in network replication. Wall actors are local by default.

The Fab listing describes replication as “easy to include”. See the FAQ for notes.


Paint data size

Wall paint is stored as raw BGRA8 pixel data. Very long or tall walls produce large amounts of pixel data. If you have many painted walls in a level, save files may become large.

Consider limiting the number of painted walls per save slot if save file size is a concern.


Line ID changes between Editor and PIE

The internal line_id of a wall actor can differ between the Editor world and a PIE (Play In Editor) session. The plugin stores paint data directly in SavedSurfaceData on the actor to work around this.

If you implement custom save/load logic that relies on line_id, be aware that it may not be stable across world transitions.