Custom Character Collision - EXTREMELY IMPORTANT FEATURE

I agree with this request, it’s definitely needed. This or a different movement component directly offered by the engine for quadrupeds. But since I do use the CMC for all my quadrupeds, just fixing the collision issue would make me happy already.

Unless they can keep backwards compatibility, don’t expect this to change. Far too many games rely on CMC being shippable code as it is (any multiplayer game with characters - that’s a LOT). Considering Epic also mostly focuses on Character-orientated games, I wouldn’t expect they have any internal need for it either.

Said it earlier in the thread probably - but CMC relies on the collision of the object being a vertically orientated capsule, especially for things likes steps and the like. If you want anything else, I’m afraid you’ll have to write your own. Thankfully there are a few of us out there who understand how it works pretty well now (myself included). Realistically, the dream would be to have collision based on a physics asset - but that’s hard to synchronise.

I’ve actually managed to separate a lot of the non-character-specific things from the movement component out into a more reusable base component (which is what I start with when writing my own) - but it still wouldn’t retain backwards compatibility if Epic did the same.

Yes, this is really needed as an option.

To maintain backwards compatibility, I think Epic should keep the current CMC and Character BP class and create a new class called Custom Character that adds the ability to use multiple collision shapes in any orientation or implements the physics asset for collision. For example, if your character was a sprawling Komodo dragon, you would be able to easily add collision for the near-horizontal legs to keep them from passing through trees.

I already made my point here but as far as I know, the new class “Custom Character” you want is a character in witch you have deactivated the collision on the parent capsule and add any collision comp instead…
Keep the capsule as the pivot for calculation in the movement component and use your own collision component…
I really don’t get why we should deal with several class with no compatibility.

Well if you don’t need the new Custom Character Class, or you want to preserve compatibility with your previous projects, you would simply continue using the existing Character Class. If you have ever created a quadruped playable game character, then you will understand the nightmare the current character class presents for collision. Epic is always looking to add new and useful features to the Engine, and this is a fundamental feature required for quadrupeds or similar. If nothing will be affected with the current class, why should we not have a new, separate class to make our lives easier? :slight_smile:

Perhaps we can look forward to seeing this hit the marketplace?? :slight_smile:

BTW, I have every confidence Epic could implement this, as other programmers have already found solutions. There’s just been so much emphasis on VR and cutting edge features, that tech specific to quadruped or similar characters has been left (at least at present) for the elite few users who can add it themselves. It’s only a matter of time though…

I do want to do that at some stage, It’s just a case of making it both useful and still diverse enough. We’ll see how my first marketplace plugin goes first :stuck_out_tongue:

Sounds good. Well if you do get time to publish it, please post back in this thread to let us all know! Thanks :slight_smile:

Not to be a broken record but CMC shouldn’t be touched, they should write a new one so that backward compatibility doesn’t constrain the result. Those who need backwards compatibility can then simply continue to use CMC in it’s current state.

Fully agree. Unfortunately ACharacter has slowly tied itself into really core places that it shouldn’t be in and it’s frustrating.

But good things will come out of Plymouth, UK… it’s only a matter of time… :slight_smile:

Well, if necessity is the mother of invention then you just might beat Epic to it… :slight_smile:

Oh my week long question !
By the way it not just quadropeds:
When your biped goes to prone (which tonnes of games does) you also bump into this.
Here look below and tell me what I should do. I can not activate any additional collision models I add (like the box you see),I can not deactivate the capsule, I not just can not rotate the capsule, I also **CAN NOT MOVE the capsule. **For some reason I can adjust the size of the capsule but since I can not move it it stays in center and causes character to drop below surface.
Funny thing: If you try to start with a C++ pawn class and derive a character blueprint like advised here: you still get a capsule that you can not move, rotate and even delete or deactivate.
So please tell me what should I do ?

https://preview.ibb.co/nR6pmJ/Snip.jpg

any news on this?
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My project is severely in need of a more modular approach. I hope something comes along!

This would indeed be awesome. Hoping to see this available one day.

Adding myself to the choir of supporters of this request.

when my hero fight a giant Boss for example. how set up my hero can step on exactly the giant boss, or interactive with giant boss without Covering the mesh unreasonable