Ok I checked the CCT and I found what was going wrong.

Originally Posted By: 3run
... does pXent_setbodyflag work with PH_CHAR? I can't get it to work as well (it works with PH_RIGID very well).

pXent_setbodyflag works only with dynamic physics object.

Originally Posted By: 3run
Doesn't it work with PH_CHAR?? Manual said nothing about that.. I tried to use it, to disable the collusions between player and the platform. I use PH_CHAR for both of them (one CAPSULE and another one BOX)...

Firstly check this dll, should work because in the CCT definition I found out that interactionFlag option was not used and by default your PH_CHAR model always collide.

Note: If a character controller will collide with another controller. There are 3 options: always collide, never collide and collide based on the shape group (NXIF_INTERACTION_INCLUDE, NXIF_INTERACTION_EXCLUDE, NXIF_INTERACTION_USE_FILTER)

In the dll I changed to NXIF_INTERACTION_EXCLUDE for both Capsule and Box, I known it's not the best for now, but I will make it better.


Regards, Robert

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