For very large objects like cliffs you can walk on, the autoconvex doesn't work since it will create large collisions and your character will appear floating on top of the invisible collision or even fall through. For these, I found that in Unreal itself you can use an option called "Use complex collision as simple" on the right side panel of the collision setup window. This doesn't come without warnings however. I have not experienced these issues myself but apparently it can be detrimental to performance if you have a lot of object that are complex in your map. It works fine for me even with a lot of objects. The actual warning these days would be referring to a lot objects with PHYSICS using this method. In my own experience, this option works fine and will generate perfect collisions definitely needed for some objects, if you don't want to go through the tedious task of exporting meshes into blender, renaming it, and hoping nothing breaks.
You are correct, but I would still suggest using them sparingly. Here's a couple of things that I want to add: It generates perfect collisions because it uses the mesh topology as the collision topology itself (you can see this when enabling "Show Collisions" in the viewport). Also known as Mesh Collider. This is fine and maybe even required for non-planar landscapes, like the cliff example you mentioned. It can and will definitely be detrimental to CPU performance if you have many high-poly props in the scene (this can be profiled using CPU stats). This setting can be a real time saver during blockout phase (say you have a large, enterable building for which you haven't decided on the final layout yet; of course, using complex collision will enable you to enter said building and play around within it during prototype stage, without having to manually change collisions if you change the layout of the building), but it should be used scarcely in finalized maps, where the performance killer potential of hundreds/thousands of actors is as real as it gets (most of these actors can use simple collisions made from cube and sphere shapes just fine)
I have a mesh from Megassacans, I did the procedure and it didn't work, what could be happening? I'm using Unreal Engine 5.2. congratulations for the explanation.
@@CGDealers Sorry, I forgot to mention that the collision would be between the Niagra fluids and this mesh, it would simulate a waterfall falling on the rocks... anyway it didn't work, thank you very much for the answer
For mobile games basic primitives is the way to make performant collisions. If you create very complex mesh and just add to it a mesh collider this will be heavy for mobile and not so wise. For mobile i usually create even custom lowpoly collisions for meshes if they are too complex.
The order of collision from cheap to expensive: Sphere - Capsule - Box - Mesh. CG Dealers is correct in that you want your collision meshes to be as cheap as possible depending on the game.
@@CGDealers So we can simply add a child sphere collision for example, and simulate physics there? For example, I want to check two balls are hitting each other, What setup should i I have as hiearchy? -Root ---Mesh ------Sphere Collision like this? But what should be the mesh's physics presets like OverlapAll or etc. I am really confused when they both have physics settings.
Right-click on the selected assets. Choose Asset Actions > Bulk Edit via Property Matrix. This will open a Property Matrix window where you can edit properties for multiple assets at once. Modify Collision Settings: In the Property Matrix, search for the Collision settings. Look for options such as Collision Complexity, Collision Presets, or Use Complex as Simple. Set the desired collision properties for all the selected meshes. Save Changes: After setting the collision properties, close the Property Matrix window. Ensure all the changes are saved. You might have to click Save All to save the updated meshes.
It also changes who on the team does the work. Artist can make and update collision when they make the model so level designer doesn't have to remember to.
It's good but the issue with auto convexing is how memory intensive it is on the engine, so in small levels its fine but in an open world map it's going to drain a lot of the resources.
One thing I've never liked in games are the characters clothing, and item collisions, when you see the rifle but going into the characters clothes, things like that.
realy nice ..i instaled unreal engine 4, and 5 ...but now learning coding .... (what you recomand best ....stick to coding or learn unreal engine?) ....you think can we able to create a game that will sell in future with this? ....in my mind i know is posible but i imagine that big company investing milions of dollars on creating a game and big theam and i dont know if dowing it alone will be same thingg haha
Exactly what I was looking for. Great video. Thanks for making this :D
Glad you liked it!
0:45 oooh the ROCK is cooking again :)
:D
For very large objects like cliffs you can walk on, the autoconvex doesn't work since it will create large collisions and your character will appear floating on top of the invisible collision or even fall through. For these, I found that in Unreal itself you can use an option called "Use complex collision as simple" on the right side panel of the collision setup window. This doesn't come without warnings however. I have not experienced these issues myself but apparently it can be detrimental to performance if you have a lot of object that are complex in your map. It works fine for me even with a lot of objects. The actual warning these days would be referring to a lot objects with PHYSICS using this method. In my own experience, this option works fine and will generate perfect collisions definitely needed for some objects, if you don't want to go through the tedious task of exporting meshes into blender, renaming it, and hoping nothing breaks.
You are correct, but I would still suggest using them sparingly. Here's a couple of things that I want to add:
It generates perfect collisions because it uses the mesh topology as the collision topology itself (you can see this when enabling "Show Collisions" in the viewport). Also known as Mesh Collider. This is fine and maybe even required for non-planar landscapes, like the cliff example you mentioned.
It can and will definitely be detrimental to CPU performance if you have many high-poly props in the scene (this can be profiled using CPU stats). This setting can be a real time saver during blockout phase (say you have a large, enterable building for which you haven't decided on the final layout yet; of course, using complex collision will enable you to enter said building and play around within it during prototype stage, without having to manually change collisions if you change the layout of the building), but it should be used scarcely in finalized maps, where the performance killer potential of hundreds/thousands of actors is as real as it gets (most of these actors can use simple collisions made from cube and sphere shapes just fine)
Very useful. Thank you.
Glad it was helpful!
Honestly, you're the best, cheers from Brazil!! S2
Thanks!
Thank you for really clear explanation. I am using Megascan, not Maya. But, seems that it works good for anything.
Glad it was helpful!
Thank you, appreciate it!🙏
Glad i helped bro!
Very helpful thank u
Glad it helped
Hi I want to add collision’s to my procedural foliage spawner how can I do it
I will explore this option and post in the discord channel the result.
I have a mesh from Megassacans, I did the procedure and it didn't work, what could be happening? I'm using Unreal Engine 5.2. congratulations for the explanation.
Add convex collider to the mesh. Just double click on the mesh in your folders and click -> collision -> convex
@@CGDealers Sorry, I forgot to mention that the collision would be between the Niagra fluids and this mesh, it would simulate a waterfall falling on the rocks... anyway it didn't work, thank you very much for the answer
It is so well explained that even someone who does not understand English can understand everything
Thanks!
Bro , what is use of collision objects (ex sphere collision) if i am able to set collision type directly in static mesh ?
For mobile games basic primitives is the way to make performant collisions. If you create very complex mesh and just add to it a mesh collider this will be heavy for mobile and not so wise. For mobile i usually create even custom lowpoly collisions for meshes if they are too complex.
The order of collision from cheap to expensive: Sphere - Capsule - Box - Mesh. CG Dealers is correct in that you want your collision meshes to be as cheap as possible depending on the game.
@@CGDealers So we can simply add a child sphere collision for example, and simulate physics there? For example, I want to check two balls are hitting each other, What setup should i I have as hiearchy?
-Root
---Mesh
------Sphere Collision
like this? But what should be the mesh's physics presets like OverlapAll or etc. I am really confused when they both have physics settings.
How do I add collision to multiple object at the same time?
Right-click on the selected assets.
Choose Asset Actions > Bulk Edit via Property Matrix. This will open a Property Matrix window where you can edit properties for multiple assets at once.
Modify Collision Settings:
In the Property Matrix, search for the Collision settings.
Look for options such as Collision Complexity, Collision Presets, or Use Complex as Simple.
Set the desired collision properties for all the selected meshes.
Save Changes:
After setting the collision properties, close the Property Matrix window.
Ensure all the changes are saved. You might have to click Save All to save the updated meshes.
Hello, nice video! Please, can you make video
detailed about auto-material? thanks.
You can do custom collision of a mesh inside unreal ungine, why to make it outside?
Coz i have more control in maya. For example if i want to retopo an asset its easier in maya or max :)
It also changes who on the team does the work. Artist can make and update collision when they make the model so level designer doesn't have to remember to.
Cool
It's good but the issue with auto convexing is how memory intensive it is on the engine, so in small levels its fine but in an open world map it's going to drain a lot of the resources.
You can spawn them dynamic based on distance. Loading and unloading from the memory.
@@CGDealers yes true that ;)
One thing I've never liked in games are the characters clothing, and item collisions, when you see the rifle but going into the characters clothes, things like that.
This still happens even in AAA games.
realy nice ..i instaled unreal engine 4, and 5 ...but now learning coding .... (what you recomand best ....stick to coding or learn unreal engine?) ....you think can we able to create a game that will sell in future with this? ....in my mind i know is posible but i imagine that big company investing milions of dollars on creating a game and big theam and i dont know if dowing it alone will be same thingg haha
Keep it up!. You can create a small game by yourself np.
@@CGDealers but should be best to learn on unreal or should i keep learn python3
Go for unreal and C++
@@CGDealers ty
Why don't you show use complex collision as simple? it's doing the most accurate job
The best way if you want very good performance is to make a custom precise collision per mesh.
Ty bro great video. Like from me.
Now u are a master collider creator 👌
U are welcome!
Yet another tutorial on collision where the UE mannequins are used, this collision method won't work with marketplace characters
P𝐫O𝕞O𝓢m 😥