Mons you are correct on the collision for the wheels. As the physics asset prevents the vehicles from falling through stuff and it determines how far off the ground the vehicle is also, if its a wheeled vehicle.
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Originally posted by ambershee View Post@Blade - only a cylinder works for the pawn.
http://www.youtube.com/watch?v=e4RywFstc58
uses a rectangular pawn, with a StaticMeshComponent as it's collision component. And, it's even in PHYS_Walking.
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There is a requirement that Controllers have a cylinder collision (or at least there was several months ago).
Setting up a collision on a snake-like pawn would be a serious pain in the ***, and might play hell with walking physics, but it should at least work, I think?
Using a Physics Asset for collision might work for something like that, but physics assets are rather expensive.
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