Convex collisions always being created within a meshes boundary :(

Hi there,

I really need to use simplified collisions on a project im working on, however the convex collisions that get generated always get created within the mesh itself which means if a character walks over it, they’ll sink and clip into the mesh :(. The meshes are quite irregular as well meaning its practically impossible to use spheres etc. to make the collisions.

Would anybody know if its possible to expand or scale up the convex collisions that get generated?

thanks for any help!

(also, if anyone knows how i can get rid of the world spheres when viewing in wireframe mode you’d be a godsend as it makes it soo hard to see the collision and mesh wires with that in the background :slight_smile: )

Hi Nick,

The ‘oldschool’ way of doing this is to have a collision mesh prefixed with 'UCX_ ’ in your modeling tools

But now I think we could get good results with the in-editor modeling tools. (When in Modeling mode go to ‘Attribs’ section to see collision editing toolset)

About the wireframe worldsphere - are you talking in the context of the Static Mesh Viewer? If so: go to Window → Preview Scene Settings, and turn off ‘Show Environment’

Let us know how it goes!

Hi - thanks for the reply.

I suggested the UCX route to the devs but they said that using that still essentially uses a complex collider mesh rather than the simple one so would be less performant (although if 100% i could use them)

Regarding the collision editing tools - ive never actually used those before - is that to edit the collisions on a per instance basis? Im basically going through every staticmesh file and setting the collisions there so am looking to make changes in the staticmesh viewer really.

Thanks for the info on hiding the environment - that did the trick :slight_smile:

thanks again for the help
Nick

Glad to hear it!

My understanding is that with UCX_ prefix, that mesh will be used as the ‘simple collision’ mesh. (Green outline when visualizing simple collision in outliner as opposed to purple complex collision outline)

It would be ‘per instance’ in the sense of: You could change one instance of the mesh, and every other instance of that mesh would update.

You’d need to be doing this with the mesh placed in-world though. (Static Mesh Viewer does have similar tools to move collision primitives around (Collision → Primitives in the details panel) - But using modeling mode should be easier.)

oh! thanks for the extra info!! will give it a try :+1: