When creating a Asset Utility Blueprint, to perform certain actions of selected static meshes, is it possible to set the Collision Complexity and the Collision Preset?
The block “Set Collision Profile Name” (for setting the collision preset) requires a primitive component. I can’t derive the required target from a static mesh. Is there a possibility/an other block that I am missing?
Additional to the Collision settings of a static mesh, is it also possible to change the “Collision Complexity” in Blueprint.
It looks like you can just type in the name of the collision preset you want to use into the sting input on the Set Collision Profile Name node.
For example, you can use any of the default collision presets, block all, overlap all, block all dynamic, and so on. Or you can use your own custom preset name.
Collision Complexity is CollisionTraceFlag prop of UBodySetup and it has no BlueprintReadOnly or BlueprintReadWrite meta. UBodySetup is a prop of UStaticMesh and it is also has no BlueprintReadOnly or BlueprintReadWrite meta. So, I think that it is very tricky to do it only with BP.
Collision Presets is just prop of FBodyInstance and it is available in BP with Set Collision Profile Name as mentioned by FIIRETURRET
Summary: you need to enable Scripted Geometry and Dataprep plugins and then there will be a SetCollisionComplexity that can take an array of StaticMesh objects.