Hope I’m posting this in the correct place.
In 3DS I have a plugin that creates collision boxes to the selected mesh, and it works very well, except for the naming convention.
I think the plugin may have been made for UDK and not been updated, anyway so when you select the mesh in 3DS and you click the create collision, it puts that purple box around the mesh and calls it - UCX_Collision_Hud_001 (if I remember correctly)
but this won’t work because the mesh itself isn’t called Collision_Hud, so I have to rename the collision box to UCX_<mesh name here>_001 and it works fine when imported into UE4.
There’s also this plugin -
Greg’s tool that is supposed to rename the mesh to whatever you type into it, but it doesn’t seem to create the collision box when clicked ok?
I guess what I’m after is a better way to import my collisions into UE4 with minimal time, what systems do people use?
Is there something I’m missing? A better way?
Most of the time I use auto generated collision in UE4. 6DOP Simplified collision works fine for simple 3D objects. For more complex meshes or when I want to create custom collision I prefer to use plugins like you mentioned (I use this one: ?v=HAadp8UiheM). It speeds up the process (generates box/sphere and renames it to match to mesh name). I think it’s really up to you or it depends on your content which technique you use.
I personally create nearly all collisions in my 3d program with the UCX_… tag. But here you can find 3 different ways ow you can create a collision (way 2 and 3 are the fast ones ^^) : www.youtube/watch
Since I make my entire environment in 3ds I use a combination of UCX_ and blocking volumes in UE4.
What I use depends on the context of what needs collision and what does not.
Overall UCX in my opinion offers me the highest level of flexibility as it does do the same thing as making the collision inside of UE4 but you can cover a much larger area with a single mesh.
Lets say for example you have a dozen buildings sharing the same footprint you can cover the entire block with a single UCX and since the collision mesh does not change when you re-import you make it once and forget about it.
Doing them by hand I think is the fastest way to make UCX and have found that plug-in solutions never do the job the way I want it done.
I do have to ask whats the big deal here?
Collision really is one of those things that’s only hard until it gets easy through practice and if someone is looking for a different way of doing it through a plug-in solution it makes me think that there maybe something wrong with the design use that’s difficult to understand.
What is it about doing collision that users find difficult?
This is a way to do it without Plugins. In Use Tools/Rename Objects/Prefix (Use UCX_). That changes your current names. Don’t save the file yet! Then Merge your original Meshes.