Can I assign a collision volume to a staticmesh and the mesh 'adopts' the larger volume?

Hi all, I’m pretty sure I know what the answer is but just wanted confirmation - A UE consultant originally used a mesh as the collision object for a trace, however I’ve noticed that the area of the mesh just isn’t big enough for cursor / touch input for customer experiance but I don’t want to increase the visible scale of the mesh - so I wanted to add a collision volume around this mesh within the BP - my issue is that a lot of logic has already been created around using the mesh, so by swapping it out with the collision volume I’m going to create more problems than it’s worth.

My question is, is there a way to ‘expand’ the volume of the static mesh, by proxie of a collision volume, without having to remap anything? :s whilst typing this I thought I could go into the mesh it self and expand the collision volume but it didn’t seem to do anything.

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Double click the asset in the Content Browser:

  • remove collision (or adjust existing one as in bullet point 3)
  • add capsule
  • adjust radius and length

I thought I could go into the mesh it self and expand the collision volume but it didn’t seem to do anything

Not sure why that wouldn’t work, do give it a try. Perhaps remove and re-add the collision and remember to save the edit.

Hi, thankyou for such a quick reply! I did remove all collision and re-add a capsule however doesn’t seem to register, only cursor over exactly the mesh will trigger - I wonder, does the collision scale with the mesh or would it remain the same size if the mesh were to get bigger?

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Just to double check, could you visualise the adjusted collision in the editor like so:

The capsule should appear larger than the mesh. If that looks about right, reopen the asset again and force the collision to be Simple (at least for now):

The collision scales with the mesh, however, cursor collision uses complex tracing that evaluates actual triangles of the mesh instead of the simplified capsule collision. The settings above should force the mesh to respond to the trace with the simplified collider instead.


My bad for not seeing this coming initially. I must admit, that’s something I have not seen asked before.

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Perfect, you were correct it was utilizing the complex collision of the mesh opposed to the simplified capsule. I know it’s counterintuitive to want a more clunky collision but for the user experiance I think this will massively improve interaction. This is really useful thankyou!

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