Is it possible to get a complex collision (as on the static meshes) but on a skeletal mesh? A deforming collision basically. Not with capsules/spheres, but with a deforming geometry doing the collision. Thanks!
I am also unterested in this question. The only way I could dig out in the internet is to make two meshes in 3d modeling programm: one with collision and another one without and import them both.
First one (with collision) as comon static mesh with collision and second one as skeletal mesh.
Then you should click on your skeletal mesh with right button and choose create physics asset or you can edit the one, which is already made by engine.
In next step you should choose capsule or box or whatever you have in your physics asset, click with wright button, find “copy collision from static mesh” and choose your static mesh with collidion.
There is tutorial on youtube with name “Unreal 4 Tutorial Custom Collision on Skeletal Mesh” where the process is shown.
BUT!!! I faced with the problem that collision is much more bigger than appropriate size like here
(Incorrect scaling of collision mesh on Skeletal Mesh - World Creation - Unreal Engine Forums) and now Itry to solve this problem.
Let me know what you find. I have a feeling it might be a weird scaling issue with the armature and the mesh but I really have no clue where to start looking. Been trying to figure it out the past few days