How to define building's collision hitbox?
I'm trying to add an end piece for catwalks (with railings from 3 sides). It finally works without crashing the game, but i can't enter the catwalk, the air part of it has a collision, i can walk on the air above the catwalk. And i can't figure out where i'm supposed to define the collision. Looking at default buildings didn't help, i don't see anything different there.
I'm inheriting
FGBuildable Walkway Lightweight
, same as vanilla catwalks. By default there's un-editable BuildingMeshProxy (FGColored Instance Mesh)
component inherited from C++, so i added another FGColored Instance Mesh
and that's where i put my mesh.
I selected Collision Presets
to be BuildingMesh
as vanilla catwalks have that. I tried enabling the checkbox Trace Complex on Move
in my mesh component, but that didn't help.
What am i missing? How do i make collision not be just a box that envelops the entire mesh?
Solution:Jump to solution
Epic Games Developer
Setting Up Collisions With Static Meshes in Unreal Engine | Unreal ...
How To Set Up Collision
4 Replies
Colliders for things like characters, bulelts, etc are defined by the mesh. It's only the properties of that collision you adjust on the buildable. Fix your static mesh
What exactly do i need to fix in my mesh?
In Blender or in Unreal?
Solution
Thank you