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  1. #1

    Default Per-Poly Collision Question

    I've modified the Mastering Unreal turret tutorial to create a helicopter with an independently rotating gun turret. The turret logic seems to work fine, but I'm having collision issues. The tutorial's turret mesh was rather small and fit neatly in a very standard collision cylinder, but that doesn't really work for the helicopter. I could expand the collision cylinder's radius, but the helicopter is very narrow, so that would create collisions on large areas that shouldn't really collide. I've tried to set up per-poly collision, and when I make collision visible in the in-editor game, it shows collision geometry matching the polys of the helicopter mesh, just as it should, but weapon fire passes through the helicopter body harmlessly. The only thing that accepts weapons fire and takes damage is the original simple collision cylinder. Is there a flag I have to set to make the per-poly collision take damage? I have a feeling this is a really simple (and foolish) problem, but I'm at my wits' end trying to find out how to fix it. Any help would be greatly appreciated - the project this is all for is due Wednesday, so I'm freaking out a bit...

  2. #2
    MSgt. Shooter Person
    Join Date
    Mar 2009
    Location
    Brisbane, Australia
    Posts
    144

    Default

    Try setting the collision to Collide_BlockAll or just Collide_BlockWeapons depending on what you want to collide with it. If you're placing it in your level there is a dropbox in the properties window, I'm not at my computer so I'm not sure exactly where, but it's not hard to find.

    If you're creating it via script, inside the helicopter class you can set the collision (same names as above) in default properties or if that doesn't work maybe postbeginplay(), although I can't think of the function off the top of my head, sorry!

    Hope this helps

  3. #3

    Default

    @5hfifty - That did the trick. I didn't realize that CollideActors and BlockZeroExtent could be set directly on the SkeletalMeshComponent in the script. Now that that's done, it works perfectly. Thanks for the help!


 

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