if you need accurate and cheaper collision, use 3ds max / maya / blender and make one. 1. export Mesh to 3ds max 2. create additional mesh for collision and name it UCX_ObjectNamePartXX (UCX_chair1, UCX_chair2, ...) 3. export again your mesh FBX to UE
I made the fbx file of a mesh, imported it into unreal and renamed it like this, but now what? didn't change anything, even setting it to no, complex mesh collision doesn't work
Another way to do it in a controlled but optimized manner is to add multiple collision objects/primitives like right inside the static mesh editor. You can move the collision primitives around in there as well
as usual, yet another quick and effective tutorial, thanks dude ! you could have showoff your brand new 4090 with a decorative rainforest background, but no ! right on point ! :D
First time I see you late😢 the jam ends and I didn't finish my game cuz when I followed your fps grabbing tutorial I couldn't get the object collision to work for my mesh, anyways ty bro ❤❤
Hi Gorka. Nice Tut. I have a ?. i have a rigid body set up within the physics asset . however sometimes the (knee, thigh, calf) rigid bodies pass through the clothes rigid body, they are all within the same physics asset (and i use copy pose to mimic the parent asset skeleton) collision is enabled i think my angular limits are fine. its like the legs move too fast sometimes to be detected, im not sure . please help. Thanks
Off topic you seem to know alot about ue5 maybe you can help is there away of enabling world partition if developer of the asset map has disabled it is there a work around?
Unfortunately complex collision as simple is too much buggy, for example, in my game I can drag and drops certain items with realistic physics, but sometimes the same items will simple ignore the collision and in other moments it will work normally. Reminds me of Skyrim lol
4th method is using custom mesh added to complex collision mesh, but you didn't do that, because it didn't work for you :o)))) or you dont know how :o))
No, you don’t need to make a blueprint to do custom collision, you can do it right in the static mesh where you did the other ones.
exacly
if you need accurate and cheaper collision, use 3ds max / maya / blender and make one.
1. export Mesh to 3ds max
2. create additional mesh for collision and name it UCX_ObjectNamePartXX (UCX_chair1, UCX_chair2, ...)
3. export again your mesh FBX to UE
I made the fbx file of a mesh, imported it into unreal and renamed it like this, but now what? didn't change anything, even setting it to no, complex mesh collision doesn't work
Thanks.. was searching for this exact thing! 😮
my pleasure!!
Another way to do it in a controlled but optimized manner is to add multiple collision objects/primitives like right inside the static mesh editor. You can move the collision primitives around in there as well
as usual, yet another quick and effective tutorial, thanks dude !
you could have showoff your brand new 4090 with a decorative rainforest background, but no ! right on point ! :D
u saved my 24 hours
First time I see you late😢 the jam ends and I didn't finish my game cuz when I followed your fps grabbing tutorial I couldn't get the object collision to work for my mesh, anyways ty bro ❤❤
Hi Gorka. Nice Tut. I have a ?. i have a rigid body set up within the physics asset . however sometimes the (knee, thigh, calf) rigid bodies pass through the clothes rigid body, they are all within the same physics asset (and i use copy pose to mimic the parent asset skeleton) collision is enabled i think my angular limits are fine. its like the legs move too fast sometimes to be detected, im not sure . please help. Thanks
Off topic you seem to know alot about ue5 maybe you can help is there away of enabling world partition if developer of the asset map has disabled it is there a work around?
Can you make an earthbender defensive earth wall effect?
Can you please provide NPC conservation animation and speaking sound in RPG Series
Unfortunately complex collision as simple is too much buggy, for example, in my game I can drag and drops certain items with realistic physics, but sometimes the same items will simple ignore the collision and in other moments it will work normally. Reminds me of Skyrim lol
nice
4th method is using custom mesh added to complex collision mesh, but you didn't do that, because it didn't work for you :o)))) or you dont know how :o))
You don't make vidoe on my request 😢