I don't get it, if your mesh was made in blender using shapes, why would adding more shapes all of a sudden make it collidible? Would not the original shapes also be collidible then? You didn't do anything special to the cube mesh so why would it have default collision?
For a complex model, you generally wouldn't want complex collision to go with it - you'd want to opt for something more optimized and cheaper to run. We name the custom collision in a way that Unreal picks it up in engine. It allows us to make it much more simple and cheap to use. You can generate your own collision in engine based on the actual model but you don't have as much flexibility in doing so.
In unreal, i was always using the Complex Collision. because of that, i was unable to move objects with complex collision enable. Now i'll be able to manually create collision.
Somehow this doesn't work for me. When i load in the fbx, there are no FBX files, which made me think it attached the collision to the objects. But when i look at the collision on the objects, it is still the auto generated collision, which is unusable, although i disabled generating collision in import settings. Please help
Thank you for the detailed explanation. Keep the Unreal Engine content coming!
Extremely useful tut! Thank you so much!
I don't get it, if your mesh was made in blender using shapes, why would adding more shapes all of a sudden make it collidible? Would not the original shapes also be collidible then? You didn't do anything special to the cube mesh so why would it have default collision?
For a complex model, you generally wouldn't want complex collision to go with it - you'd want to opt for something more optimized and cheaper to run.
We name the custom collision in a way that Unreal picks it up in engine. It allows us to make it much more simple and cheap to use. You can generate your own collision in engine based on the actual model but you don't have as much flexibility in doing so.
Great tutorial, thank you!
Out of curiosity, what are your export settings when exporting the .fbx to UE?
You can reach out to support@syntystudios.com and we can provide some additional info for you.
In unreal, i was always using the Complex Collision. because of that, i was unable to move objects with complex collision enable. Now i'll be able to manually create collision.
Things can get a little heavy when dealing with complex collision. Great to have the option to create your own.
very good solved all my problems at once please and thank u
Happy to hear the video helped.
Somehow this doesn't work for me. When i load in the fbx, there are no FBX files, which made me think it attached the collision to the objects. But when i look at the collision on the objects, it is still the auto generated collision, which is unusable, although i disabled generating collision in import settings. Please help
question tho why do u create these assets like that in the first place ? :D
Are you referring to the way the collision is made? Or the actual assets?