the true version of the inspector doesn't have it
Pretty sure adrien's inspector sets the fov to horizontal, and scales it.
I'm currently facing a difficult issue: the CKHkHelmetCage has an OBB, which is parented to the CClone (The actual) box. The origin of the box is on it's top face. So every level has the OBB set up like this:
Pos: (0, -.7, 0) Size: (.6, .6, .6)
So far so good. It works in every level, the OBB encompasses the 3D model and changing the position of the node also changes the collision in-game.
But now the problem: It's not working in Rome for ALL cages placed by the devs. When everything is the same, the position, size of the OBB and even the hook members it still does not work properly. The position of the OBB is ignored, it's not placed -.7 beneath the origin but in fact stays at (0, 0, 0) relative to the parent. Why? It works fine for newly imported cages from other levels, so something must be wrong with the existing setup.
Adrien, heso, do you have any idea or pointers on what is occuring here? Why is the position set by the node ignored and the collision checks are done as if the OBB is placed (0, 0, 0) relative to the origin
In the video you can see how, despite being at -100 y, it's still there at the top. For every other cage, the change of position does take effect as usual
The global position moves it correctly though, right?
It can be edited, but it gets overwritten
And yes, it moves correctly!
What is going on here?

Yeah so the global is not updated with the local (In RW terms, LTM is not updated)?
You said in every other level it works ok?
This is the problem, I have no idea why it's like that! The local position is completely ignored.
You can try it out in Rome right now, but note that the OBBs have size (1, 1, 1). I guess the developers fixed it by simply making the box (too) big