I realize that it would much more complicated to do and I’m sure you guys have heard this before, however it’s usually the skweeky wheel that gets the oil.
Would be really (REALLY!) nice to use collision derived from a UCX with in a character class rather than the simple capsule/box.
Reasons: If I make the capsule to small my arms go through walls. If I make it to big the character can walk right of ledges floating in mid air.
With all of the great features of the character class it would be ashame to have to use the pawn class just to get around this.
Maybe I’m wrong and there is a work around for these issues, If so I’d love to Know, but from reading the code for characters, it seems there is not.
Our idea is to make a trimesh that is assigned to a player model as a component using material ID’s to create individual hit zones and assuming based on a few physics material tutorials where objects interact with a physics based material an event could be generated.
That sounds interesting. Do you have an idea when this functionality would start to wiggle its way into the engine at all?
If one would be able to use a hidden mesh that would be advantageous as well for faster collisions… obviously. Or if one could get that functionality some other way that’s all good too of course.
Thanks for your awesome ideas on improving our collision within UE4. I have submitted a report to our developers as a feature request. If you’d like to check the status of this request, please refer to: UE-17294