Geometry-cache meshes for streaming-sector collision nodes
This page explains how to use PhysX geometry-cache meches for streaming sectors collision nodes
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This page explains how to use PhysX geometry-cache meches for streaming sectors collision nodes
The purpose of this tutorial is to allow for simpler world editing by reusing an existing collider that's already cached in the current vanilla streaming sector, rather than attempting to create and import a new collider.
World Builder (with geometry-cache meshes for streaming-sector collision nodes, available in linked fork as of now)
Basic understanding of:
How to work with WolvenKit, RedHotTools and World Builder
Data structures which are used in game world implementation, like .streamingsector
Enable Game Physics targeting mode in RedHotTools World Inspector.

Target the desired object in-game.
In World Inspector, note the streaming-sector file name and the node definition index within that sector.

Find and open the streaming-sector file in WolvenKit.

Find the node whose index matches step 1.2.

Locate the sectorHash field on that node.
You will enter this value into the World Builder collider Sector Hash parameter.

Open the sector preview tab in WolvenKit
find the node with the index from step 1.2 in the nodes tree.

Search for exact collider which represents object
Use the visibility toggle to find the tree entry (and its index in the name) for the actor that represents the collision of the targeted object.

Return to the sector data tab.
Under compiledData → Actors, open the actor whose index matches step 1.7. Expand Shapes, then the first item. The fields you need are Hash and ShapeType; use them for the World Builder collider parameters.

Spawn the desired mesh object and add a simple collider for it.
Important: the mesh object and the collider must be in the same group at the same hierarchy level.

Enabling PhysX mesh for collider
Select the collider, enable PhysX Mesh (the PhysX Mesh Settings section appears), and expand it.
With PhysX Mesh enabled, the simple collider shown in-game is only for editing; it is not exported. The PhysX mesh is what gets exported.

Set the PhysX mesh parameters
Target name: name of the object you are attaching the collider to
Sector hash: value of the sectorHash field from step 1.5
Actor Shape Hash: value of the Hash field from step 1.8
Actor Shape Type: value of the ShapeType field from step 1.8

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