I dont understand how to create collision on a Skeletal Mesh

Hello,

I am trying to create a proper hitbox for my Ennemy NPC, however I just dont get how to make this work.

My BP currently has a Collider Cylinder, and the Mesh of the NPC.
First, I set up the collision preset on the cylinder to a custom one that blocks everyting but ignore visibility and camera for AI behavior purpose. It worked but of course the cylinder is not a good hitbox for the character mesh.

So I searched how to add a collision to the skeletal mesh, because for static meshes, I just put " use simple as complex ", but it doesnt exists on skeletal meshes.
I discovered the " Per Poly collision " that I ticked on the skeletal mesh, and all the bones of the physic asset that is attached to the skeletal mesh, I changed the collision preset of the character mesh in the BP to my custom preset, and set no collision on the cylinder, but the character keeps falling trought the floor.

From what I understood, the collision needs to be set up on the physic asset, but I tried almost every option related to collision, I can never make them work.

What am I missing here ? I really didnt think having collision on a skeletal mesh would be so confusing.

Thank you!

Hey @Patamaudelay!

You want the collision capsule to cover all things not combat related. It needs to have collision, still, believe me! So have it block what it did as normal EXCEPT whatever you’re using for damage, let it ignore that.

Then on the Skeletal mesh have it block ONLY whatever you’re using for damage, and ignore all else.

Hope that helps! :slight_smile: