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  1. #1
    MSgt. Shooter Person
    Join Date
    Aug 2011
    Location
    Brazil
    Posts
    261

    Default Collision for a skeletal mesh placed in the map

    Hi, guys.

    Please I need know how to enable collision for a skeletal mesh placed in the map as a tree for example.


    Thanks.

  2. #2
    Skaarj
    Join Date
    Nov 2009
    Location
    Germany
    Posts
    15

    Default

    Hey buddy,

    this is what I do to get the collision working with skeletal meshes:

    1. Richt-click on the skeletal in the content browser, choose Create new PhysicsAsset.
    2. Place the mesh in the map, open its properties.
    3. In the "Skeletal Mesh Component" tab, find the Physics Asset property and load your created Physics Asset.
    4. In the "Collision" tab, choose COLLIDE_BlockAll from the collision type dropdown menu.

    You might have to save your Physics Asset.

    Don't know if this is actually the easiest way to do it, but it works Try it out!

  3. #3
    MSgt. Shooter Person
    Join Date
    Aug 2011
    Location
    Brazil
    Posts
    261

    Default

    Ok, Artax.

    I will try when I get home.

    Thank you.

  4. #4
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Posts
    486

    Default

    Quote Originally Posted by Artax View Post
    Hey buddy,

    this is what I do to get the collision working with skeletal meshes:

    1. Richt-click on the skeletal in the content browser, choose Create new PhysicsAsset.
    2. Place the mesh in the map, open its properties.
    3. In the "Skeletal Mesh Component" tab, find the Physics Asset property and load your created Physics Asset.
    4. In the "Collision" tab, choose COLLIDE_BlockAll from the collision type dropdown menu.

    You might have to save your Physics Asset.

    Don't know if this is actually the easiest way to do it, but it works Try it out!
    wow I have never heard of that method before.... but seems quite straightforward! :=)

  5. #5
    MSgt. Shooter Person
    Join Date
    Aug 2011
    Location
    Brazil
    Posts
    261

    Default

    Thank you, Artax.

    Works perfectly.

  6. #6
    Skaarj
    Join Date
    Nov 2009
    Location
    Germany
    Posts
    15

    Default

    Cool

    @XilenceX
    It is Are there any other good methods to do it?

  7. #7
    Redeemer
    Join Date
    May 2012
    Location
    Barcelona
    Posts
    1,558

    Default

    Good and fast way , but way too simple, can you do a more complex collision way?

  8. #8

    Default

    Sorry for the bump. I am doing the exact same thing for my skeletal meshes for the past 3 months , but it doesnt work for me. Any guesses? Thanks.

  9. #9
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,061

    Default

    Did you adjust the physics asset to better fit your models?


 

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