I've got an issue where my hkpWorld->castRay(input,output) function ignores rigidbody planes that are close to the origin of the ray. When I gain some distance from any of these planes it does intersect (which is good)... Just when I'm about 1m away it gets ignored.
My hkpWorldRayCastInput struct's filterInfo is defaulted to 0 - I am not ignoring any object manually.
This does not happen on rigidbodies that aren't planes. Aren't you allowed to have rigidbodies that are planes or what have I done wrong?
Feed back would be much appreciated. Thanks in advance!
EDIT: Actually, my theory of being close up to a plane is not the only problem. It apparently gets ignored when shooting at a plane that is at a very small angle to the ray as well. The attachment shows 2 cases where the ray works and the other being a case where it doesn't work as intended.