Hey guys, may sound like a noob question but how do you give skeletal meshes in udk collision so that you cant just walk though them ect also with custom characters? I've been looking around and tried some stuff but all seems to not be working
Note: if you're trying to build a character in the level editor, do not do that. It's just not how it should be done. Create a UScript class and set it all up in there, before spawning it one way or another.
So I reverted back, took away the physics mod for ragdoll and also defaulted the collision on the skeletal mesh but as you can see with my dragged in skeletal mesh there is no collision yet on my pawn there is O.o starting to get confusing for me now. Is dragging and dropping a skeletal mesh into a scene the wrong way to go about it if you want it to have the information needed for the collision data?
so in order to have two skeletal meshes collude you need to have both of them scripted in via a pawn class and then spawned via kismet? but what if you want to have a skeletal mesh that runs on a matinee animation?
Typically Matinee is used for cutscenes. Throw a blocking volume around it if you just don't want to be able to walk clean through it. (though blocking volumes can't move)
Alternatively subclass SkeletalMeshActor and put a CylinderComponent in there.
Replies
Note: if you're trying to build a character in the level editor, do not do that. It's just not how it should be done. Create a UScript class and set it all up in there, before spawning it one way or another.
There should be a separate CylinderComponent (it's in the base Pawn class I believe) which is used for collision with the game world.
Don't play with the channels, for the most part the defaults are sensible.
If you put two pawns in they would collide with one another.
Alternatively subclass SkeletalMeshActor and put a CylinderComponent in there.