Line Trace by Channel (Complex Collision) And Skeletal Meshes?

Hi,

I’m trying to set up a line trace by channel using the complex collision to see which component in a blueprint I’m looking at.

It works on regular static meshes but on a skeletal mesh, it doesn’t register any hits unless I turn ‘use complex collision’ off.

Does this feature not work on skeletal meshes or am I doing something wrong?

Thanks :upside_down_face:

Hey there @VelikyPanda! Skeletal mesh components can be collided with using their physical asset, but you have to enable collisions and , or if you need very precise collision, you can use per poly collision.

I’m using this on a vehicle. Will enabling ‘per poly collision’ have any impact on the performance or will that only be used for the line trace and the simple collision in the physics asset will still be used for the PhysX?

If I remember correctly physics should default to using the physics asset/simple collisions, and yes if per poly collision can incur a solid performance penalty if you have lots of those actors.

But you do not need Complex Collision to do the above. Regardless of it being complex or not, tracing on a channel and blocking that channel on the (skeletal) mesh will return hit component and bones.

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