Is there anything better than Collision Capsules?

I’m still learning UE5 so I don’t have a very wide knowledge of it’s capability. I’m trying to build a setup where very few characters (<5) and the camera closely interact and I was wondering if there is anything better than the “classic” static collision sphere to avoid characters clipping into each other or the camera ending up inside a character.

I was thinking something along the lines of smaller collision spheres that follow the animation (e.g. one sphere for each arm, leg, the torso and the head) instead of just one big static area as it is described in most tutorials I found.

I know that this might be computationally expansive, but on the other hand we’re computing single light rays now - so there surely must be something newer/better than that old capsule to determine if two actors are colliding?!?

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Hey there @Gedinixan! So the capsule itself is mostly used for the character component to handle movement and collision. However skeletal meshes actually also get a physics asset which allows you to set up more custom collisions, and it’s often used for physical animation, hit reactions, and more! I’ll link some resources below starting with the documentation, then a good place to get an example, then a tutorial series on how to use it to make hit detection/reaction (but can be used in many ways).

Disclaimer: Epic Games is not liable for anything that occurs beyond this Unreal Engine domain. Please exercise your best judgement when accessing external links even for tutorials.

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Thank you, I’ll check it out!

There is a limit to how many primitives get calculated, and there is no way to import a custom shape.

So, what you do in PHAT depends on a variety of things.

You can always manually collide a high detailed object to a specific material/visual channel.
It depends on what you want to do, but you usually go around it…

I used the last days to play around with it a bit. One thing I couldn’t figure out: Is there a way to just check for a collision or do a trace? It seems most tutorials cover how to make hit reactions etc. but I can’t figure out how to just get a collision-event like I would with capsules.

To give you some context for my current problem: I want to get a free moving camera very close to my characters (meaning centimeters away, inside the collision capsule) and trigger some sort of fade out just before the camera actually overlaps with the 3d-model.

In a closed environment that’s possible. In a moving / simulated one, not so much.

You can do traces via c++ or bp off anything for anything.

Check this if you really have no idea.

Positioning the camera / bringing it close up is OK.
You can even clip into the characters.
Most characters have single sided skin, so if the camera is inside them you wouldn’t necessarily even know.

You can adjust clipping to be 1cm in the project settings.
Thats usually a must anyway or the corners of a wall you get near to can clip. Disabling the whole clipping system would be even better if it were possible (its not, the cost remains even with 0 clip value).

There really isnt a thing such as “zoom” in engine. You can try to set the aperture of a cinematic camera to different focal lenghts.
That’s as close to a “zoom” effect you can get.
They are still subject to near clip plane.