Hello,
Looking for guidance on a workflow when working with custom collisions in UE.
I’m currently working on a project where we are exploring the idea of a small character walking/sticking over the mesh surface of another NPC character.
In our heads, to achieve this, we need a custom collision that is as accurate as possible and adjusts to mesh so the walking/sticking is as smooth as possible over.
So we are looking at options, we have done the following among other things:
Option #1
One thing we explored, is using this tool we found:
We are able to use the CPP tool above and generate a custom collision decomposed object (.obj) and import to blender but after that we are stuck in the process to import it these to unreal engine, and we are still not sure this is the right fit for our use case.
Option #2
We also created a physics assets in UE editor and generated convex hull (also generated collision capsules) but it didn’t give us collision capsules that matches the mesh geometry.
TDLR → Questions:
How can we create a custom collision that matches as much as possible the NPC character mesh?
Is it possible to generate a custom collision out of the mesh itself?
Is there a better flow to achieve this from your experience?
Thanks in advance!