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View Full Version : How do I enable or add Collision to a Skeletal mesh?



uraniumbathtub
10-24-2011, 01:28 AM
I have finally gotten my skeletal mesh into udk ( a tree ) gotten it to play an idle animation continuously, and now I need to know how I can get collision to work
There is no option for a collision mesh like there is with static meshes, so how am i supposed to get collision going?

someone please just point me in the right direction. With a few hints I can probably figure it out myself

gaz661
10-27-2011, 03:30 AM
create a physics asset for your skeletal mesh.but if you are using the mesh as a pawn then the collision is taken care of in the pawn code.

dmitryshm2
10-28-2011, 07:06 AM
but if you are using the mesh as a pawn then the collision is taken care of in the pawn code.
How it take care about collision? No collision events like HitWall are raised on the Pawn derived actor with SkeletalMeshComponent with PhysAsset set. Do you consider always using traces in this situation?

gaz661
10-28-2011, 02:52 PM
look for collisioncylinder in the pawn code.

dmitryshm2
10-29-2011, 02:51 AM
look for collisioncylinder in the pawn code.
But what about the cases when there should be event handlers for collisions with physical bodies that exist in PhysAsset? How I should handle PhysX collision events?