I need to re-generate collisions at runtime on a static mesh. Basically, I want to run the Static Mesh Editor > Collision > Add K-DOP Simplified Collision on a static mesh at runtime, in blueprint (or code).
I looked around and stumbled upon this page :
Unfortunately, it seems that these nodes are unavailable in UE 5.0.3, and the page is just not up to date.
Do you have any pointers on how to approach this ?
Those functions are available in 5.0.3, but they are editor functions – you cannot call them from runtime actor contexts, only from editor contexts.
In general, doing runtime editing of Unreal asset data is not particularly flexible or easy, because a lot of the performance in Unreal comes from baking and pre-processing data. This includes collision structures.
(Their work on “user edited metaverses” will have to eventually solve this problem, but it is pretty deep, so don’t expect miracles.)
Ok, so I think it would be this interface, right ?
Do you think there would be a way to adapt it to use this in code or blueprint, like to launch a CreateDOPX command ?
Also, I haven’t found a guide or satisfying doc about FUICommandInfo, have I missed it ?
You can already use those commands from “blueprint,” where the blueprint is an editor utility/widget.
You cannot use those commands at runtime, from actors, because doing so would essentially mean “shipping the unreal editor,” which the licensing doesn’t allow.