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Static Mesh Character Collision

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    Static Mesh Character Collision

    Hi,

    Doing a little project on the side and it delves into the realm of Collision for Characters.

    I currently have a CharacterBP with a Static Mesh as its Character. I have replicated code to swap out this static mesh for other Static Meshes. I'm not sure if there is a way I can change the Collision Capsule per Static Mesh I use to fit the object? This will be in Runtime also.

    Is this possible? I know if you use the Character class you're stuck with the the Capsule component.

    I tried searching this but could not find anything obvious.

    #2
    You can alter the Height and Radius of the Capsule Collider.

    Or you can add more colliders to suit your needs.
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      #3
      Hi Devils,

      I can set my Height and Radius at run time which is great but I can't add extra collider's they're there attach to Static Mesh, but they do not prevent movement etc.. I can still clip through environments is there something I've missed?

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        #4
        You can attach extra colliders to your character using sockets and you will just need to setup the collision channels on them to ignore your pawn.

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          #5
          Aye I've tried this but the collision doesn't act like the capsule component.
          It doesn't block the character from moving into a wall for example. It just complete ignors it even when collision is set to block all.

          Pretty sure I read that box and sphere collision is not yet supported for character class. It's insane if this is still true..

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            #6
            Originally posted by Conkerballs View Post
            Aye I've tried this but the collision doesn't act like the capsule component.
            It doesn't block the character from moving into a wall for example. It just complete ignors it even when collision is set to block all.

            Pretty sure I read that box and sphere collision is not yet supported for character class. It's insane if this is still true..
            2019, still true :/

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