I am new to unreal engine, and I want to make a game where you play as a tennis racket. So the capsule collision that comes with the character class doesn’t really fit the racket mesh. From what I’ve seen online, you can’t change the collision, and other classes aren’t as good (or easy) for movement. What should I do? Guessing there isn’t a simple solution.
It’s true, you can’t change the collision, unless you edit it in CPP.
Also, the main reason for using a character type, is for the movement, which doesn’t apply in your case.
So why not write a pawn?
I want the tennis racket to have the same full movement functionality as a normal character
The character code move like a person, not like a tennis racket
Can i make pawn run and jump and turn
Yes, but now you say that, I’m thinking you want to make a tennis player, not a tennis racket. Right?
Haha no, im being creative here and making the racket the character
You can make a pawn do anything, but you have to write the code…
Is changing the character class cpp file to change the collision straight forward, or would it be easier to code the pawn
Yes, just copy the class, edit it, and take the collision volume out.
But to do that you need to convert your project to CPP, and get a copy of Visual Studio, and understand how to compile etc.
It’s a lot if that’s all you’re going to do with CPP.
Thanks for your help
Do note that when you say character in UE environment everyone will immediately assume you want legs, arms, bones and walking animation - all the bells and whistles. All the bi-pedal humanoid traits. Hence the confusion.
A UE Character
class is a highly specialised and complex Pawn
.
- use a Character class if you want this:
- use a Pawn for everything else that is controllable but not too human-like when it comes to anatomy.
You could use a character but then you’ll lose the chance to apply your own collision shapes as the capsule is embedded into the character class exposed to BPs.