Doubt: Definitive resolution for arms on walls.

Hello.

I’m developing an FPS game with FP and TP mesh for a third-person camera.

The Mesh FP, only the owner sees it.

TP the other players.

I looked for some solutions on the internet and found some:

  1. Capsule component adjustment: I don’t think this is the best alternative because when the player doesn’t have weapons in hand, no matter how much we code something modular based on the weapon he has, the collision on the character’s back will always be large.

  2. Dynamic Materials:
    It solves the flicking problem and is always on the player’s screen (FP Mesh), but the arm continues to cross the TP mesh for other players.

  3. Retracted arm: It’s good, but it’s not the solution I’m looking for for my game design.

So there’s a question… What’s the best way to make this correction, leaving something similar to Apex Legends and CS (Weapons don’t cross and players can climb onto players)?

Unreal’s Capsule component is so useful, but I’m not seeing any way out other than trying to create something in C++.

Any help, idea or opinion is greatly appreciated.

13

The capsule is not an option since you would have to make it very large and you would have mobility problems.
I think the normal thing is to use the material, there is one on the marketplace, but Unreal itself is developing one, although it is experimental.

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Hi,
o fix your FPS mesh issue, make the FP mesh visible only to the owner and the TP mesh to others. Use separate collision channels for FP and TP meshes, so FP handles minimal collision while TP interacts with the environment. Alternatively, treat the FP mesh as a separate actor to avoid interference with the TP mesh, similar to Apex Legends/CS. For added control, use inverse kinematics to adjust arm and weapon positions dynamically…..

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So maybe the best option is:

In FP mesh - dynamic + collision-free materials.

For the TP mesh, active collisions, except with the collision capsule and other channels not related to the environment.

Right?

I feel like Unreal could add this into potential features in the future.

A TP/FP mesh. It would be cool =).