So I was wondering about these corner pieces that are inverted to have a negative space. I heard UDK doesn't really do shapes with cut outs inside it, as it will just fill up the mesh collision.
I was wondering is there a method of making collision with such objects.
So for this piece I would want a UCX in order to have collision with the mesh but not necessarily wanting the space in between the two corners on the left and bottom.
:poly142:
Replies
naming convention is:
UCX_nameofobject_001
UCX_nameofobject_002
UCX_nameofobject_003
. . .
you can also use UBX_ if you are using box collision (in most cases you probably are -- it's cheaper).
do not use numbers in your asset's naming convention. it'll screw up the UCX_ _001 part.
do not merge your collision hulls or UDK will count it as a single concave hull.
make sure to check "one convex hull per ucx" in the UDK import screen if you are using more than one hull.
Just to clarify, what exactly does having numbers in the name do?
For example if I put "UCX_Box_V01_001" with V01 being a version number, what happens?
I have been bypassing the screw-up using
UCXA_Box_V01_01,
UCXB_Box_V01_02,
UCXC_Box_V01_03,
etc.
I don't know if this naming convention is to the same degree as the mentioned one.
I'm just starting out on UDK so I got a lot to catch up on.
Thanks! !
also do not forget the "_" after UCX