Hello, I do know that Physics Assets are mainly used for ragdolls, and the default capsule colliders are what’s used for world collisions. However, say I want to make a game that is quite physics-based and would be quite accurate in terms of collisions. How do I go about using the Physics Asset instead?
I have stumbled across this post which has the same question as mine. However, I tried what was mentioned in the reply (turning capsule collision to NoCollision and CharacterMesh to Pawn) to no avail, my character simply falls through the world.
Am I missing a setting or is this not possible due to performance issues?
Thank you so much for the useful resources! This will be something that I will need later down the road.
However, what I’m asking is simply that I wish to use the capsule colliders I set up in my Physics Asset for world static collisions - like walking on the floor, colliding with walls or boxes, etc.
Essentially, the effect of just multiple capsule colliders attached to my character’s mesh instead of one big, inaccurate collider that doesn’t respond to any changes in animation that causes my character’s limbs to move.