Hi I'm extremely new to this - when you've imported a skeletal mesh, how do you make it so the player can't walk through it?
Hi I'm extremely new to this - when you've imported a skeletal mesh, how do you make it so the player can't walk through it?
You need to add either a custom collision model or a blocking volume depending on how the skeletal mesh is to be used.
Try this : http://udn.epicgames.com/Two/CollisionTutorial.html
it's not UE3 based but will give you an idea of where to head![]()
hmmm, so for example if I set bounding boxes to the bones in AnimSetViewer, how would I get those to be treated as solid?
Collision for skeletal meshes should be handled by creating a PhysicsAsset for the skeletal mesh and assigning it to the SkeletalMeshActor (or other actor using a skeletal mesh). The bodies of the PhysicsAsset will be used as simplified collision meshes.
(Sorry for being such a nub in advance)
I've been able to insert the created Physics Asset as a "KActor" and get the collision working, for all functional purposes it seems to work; but is this doing it incorrectly? The geometry is the same from the skeletal mesh but I'm just kind of confused if this is the accepted way to do it
I think it would have been a KAsset actually. That is how you would add a skeletal mesh as a physics actor (i.e. ragdoll) to a map. You want a SkeletalMeshActor or SkeletalMeshActorMAT if you want to control the animations, etc. with Matinee. Each of these actor types has a PhysicsAsset property where you can assign the PhysicsAsset. There is also a bHasPhysicsAsset property you need to check as well I believe. And of course you want to make sure collision is enabled. I "think" that will enable collisions with the player as well as other actors.
There is also a bHasPhysicsAsset property you need to check as well I believe
Yes, yes there is..
and 4 years later, your post helped me solve a super frustrating problem i was having where Skeletal Meshes would not collide with Kactors.. I had everything set up correctly EXCEPT for "HAS PHYSICS ASSET" was left unchecked in the skeletal meshes properties.. Lost.. in a world of checkboxes..
Thank you Thank You Thank You!!!
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