Contents:
1. Introduction
2. Initial Setup
3. Settings
Invisible Wall Creator is a tool for Unreal Engine, which enables you to quickly create collision walls around your map or around areas you don't want to allow the player to have access to.
The tool utilizes splines to create mesh walls, that are (by default) hidden in game, so you end up with an invisible wall, that still has collision. The walls automatically snap to the ground, and can be adjusted in height, thickness & more.
Check out the Demo Video, to see all the features in action.
To start off, simply drag and drop BP_InvisibleWallCreator, from Content > InvisibleWallCreator > Blueprints into the level.
Hold Alt & drag the last spline point, to create more spline points.
Default:
Visible - will hide and unhide the wall in editor mode as well as in game (default: on)
Hidden in game - will hide and unhide the wall only in game or when pressing G (default: off)
Collision Type - switch between Collision Enabled, Physics Only, Query Only & No Collision
Mobility - switch between Movable, Stationary & Static (this only really matters when the wall is not hidden in game)
Snap to Ground:
Snap Wall to Ground - enables or disables the option entirely
Ignore Static Meshes in Scene - when checked, the wall will only snap to the environment itself and no other assets placed in the scene
Refresh - recalculates the position of the wall, when the ground below changes (resets after each click)
Mesh Settings:
Section Length - adjusts the length (X scale) of the spline mesh sections. A larger section length means lower total polycount, but also reduces the precision with which the mesh is following the spline.
Wall Thickness - adjusts the width of the wall. When wall thickness is set to 0, the mesh switches from a box to a plane, to reduce polycount.
Wall Height - adjusts the height of the wall
Z Position - moves the wall up or down into the ground
Material Settings:
You can change the Base Color, Emissive Intensity, Roughness, and Opacity of the debug material here.
There is also a Wireframe option, which helps to visualize the mesh density of the wall. The Wireframe Thickness can also be adjusted.
Lighting:
cast shadows - this only takes effect when "Hidden in Game" is unchecked. When the mesh is hidden in game, it will never cast shadows
Light Channels 0/1/2 - select which light channels affect the wall