Hello
I did some reading earlier and it appears that unreal doesn't exactly have out of the box support for the concept of multiple different collision meshes eg. separate pawn and projectile collisions
I need to support arbitrary meshes - it's not practical to author valid primitive or combined convex hull meshes for all the content that needs this stuff and I'm fully aware of the performance concerns around it.
so.. two questions for those who've shipped a shooter on the engine :
1: Am i wrong (i.e it does support this out of the box)?
2: I'f I'm not wrong, did you simply wrap the static mesh class with something that supports custom meshes for various collision types (I've already done this but i'm wondering if I'm going to regret it later)
ta
Replies
I've done roughly what you describe - just wondering how other people have dealt with it and whether it'll start becoming a problem when a large map gets populated.
I'm looking at 64km^2 with a fairly dense distribution of villages/towns etc. so i'm just a bit twitchy about getting hit with an unsolvable problem later.
meh. I'll work it out if it happens i spose
You can set your own custom "complex" collision mesh. So you can have a simplified mesh for doing weapon raytraces and so on.
A few of them do float around the 'Unreal Slackers' Discord, although like poopipe said it's mostly programmers, not artists.
The custom complex collision mesh thing sort of works but you're still unable to declare more than one.
The reason for wanting the custom meshes is to tailor player collision to promote movement fluidity and use something akin to but not identical to the visual mesh for projectiles. it's not for performance so much as it is for control over the mechanics
What I've got works for the time being so I can carry on. if I have to bust out visual studio later on then so be it I guess