I am building an environment in Unreal to use with multiple autonomous quadcopters in simulation. I'd like to use the collision detection functionality in Unreal as part of my autonomous algorithm; therefore the physical dimensions of the quadcopter need to match between the Unreal environment and the internal model of the quadcopter in AirSim. Using the built-in quadcopter model, the distance between the center of diagonally opposite motors is 455mm in SimpleFlightQuadXParams, but the mesh in the BP_FlyingPawn Blueprint is ~714mm for the same measurement (I exported the mesh to an FBX file and inspected it in Blender). Is there a reason why the mesh and code do not match? I can rescale the mesh to match the physical dimensions in SimpleFlightQuadXParams, but I want to make sure I'm not missing some nuance that will invalidate the simulation.
Noticed the same issue here. I believe the quadcopter needs to be re-scaled on spawn. The spawned model is approx 1.554 times bigger than the actual dimensions.
I am building an environment in Unreal to use with multiple autonomous quadcopters in simulation. I'd like to use the collision detection functionality in Unreal as part of my autonomous algorithm; therefore the physical dimensions of the quadcopter need to match between the Unreal environment and the internal model of the quadcopter in AirSim. Using the built-in quadcopter model, the distance between the center of diagonally opposite motors is 455mm in SimpleFlightQuadXParams, but the mesh in the BP_FlyingPawn Blueprint is ~714mm for the same measurement (I exported the mesh to an FBX file and inspected it in Blender). Is there a reason why the mesh and code do not match? I can rescale the mesh to match the physical dimensions in SimpleFlightQuadXParams, but I want to make sure I'm not missing some nuance that will invalidate the simulation.