PSA to show how different collision geo can impact player movement on stairs
https://dev.epicgames.com/community/learning/tutorials/LP1Y/fortnite-setting-up-collision-geometry-for-stairs
Thanks for the tutorial! I had some trouble with stairs that is a little bit more advanced, but I think relevant to this tutorial:
At times, the player will consider the slope of the stairs too steep and slide. This happens on high ping and only on custom made stairs. Collision preset had something to do with it, so would love to know what preset you recommend.
Lastly, would love to know the angle where locomotion decides to slide the player, that would help us with our projects and when making various slopes.
Also small note, the precise angle of the stairs can be found in the GrayBox gallery, which allows one to make a duplicate and have a reference. I used that a lot and its a great way to have precise on-grid geometry.
setting up collision for my imported static meshes takes the most time this is great gonna watch now
Gregory this is an excellent tutorial but I wish you had gone into the collision choices a little - I just looked at some stairs that were the same as the 1st example and it said Block All and Simple and Complex so would you say if our stairs are like those in Example 2 we simply change the collision to that and they should be smoother, is it as easy as that.
I grabbed some footage of stuttering when the player walks into certain objects - this cube was from a pack so the collision was already added, this can happen often - to fix this is it a collision issue or is this more of a Mobility issue where the options are Static / Stationary / Movable ?
I also have some other questions with collision, most packs I migrate from UE to UEFN use BlockAll but there seems to be an issue with vehicles, I know a year back none of the dirtbikes in a map I had would go through the walls in that map so something has changed with one of the many updates and the vehicles often drive through meshes.
So I changed from BlockAll to Convex Decompositions, tried that and Aligned Boxes for basic shapes but neither worked, several people said use Vehicle for collision on the static meshes which did work it does stop vehicles - so can I ask can this vehicle selection on collision have any drawback / issues for the player when not in a vehicle? and would you recommend a different type of collision?
Lastly I have another old map from early UEFN, again at the time of publishing every jump / mantle worked but now lots of meshes do not work.
The player will no longer grab hold of the ledge and pull up and instead there is a jerky type fast effect as the player falls.
I do not know the reason for this as all the meshes were from modeling and all have the same type of collision so if anyone knows why this is happening or a fix I would be really happy to hear.
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This I can not get my head around, the mesh is duplicated (instances) so the buildings are all from the same static mesh yet some I can jump and grab hold and pull myself up but others it does not work so would love some info as to why this happens / what causes it.
Thanks for any help with any of the above
It sounds like the assets you are referring to all have previously added collision geometry and depending on the asset, changing to use Simple or Complex may or may not make any changes and the change would need to happen on the separately generated collision model.
Simple collision usually refers to a separate convex collision model that can be added or imported in with the Static Mesh model and tends to effect player movement. Complex collision usually refers to the visual model geometry and tends to effect bullet hits and other interactions.
In your example of the white/red cube, if both the collision model and the geometry model are the same shape, adjusting which collision model is used may not generate any movement changes. However, re-sizing these assets to make them smaller or slightly spaced out more could help produce smoother movement for the player pawn. Also, if the added collision model is exactly the same or similar enough to the mesh geometry, you could potentially set the Collision Complexity to Use Simple Collision as Complex to slightly save on memory and performance.
The Graybox set is great to use as an example for player traversal as the asset collision settings are the same that is used for other sets we release. I have seen instances where if the angle of a ramp is steeper than that of the Graybox Stairs or Graybox Roofs, then it would create player sliding. You may also have to check the settings of the static mesh component within your blueprint.
Here is also a helpful guide for collision:
Thank you for the reply, only just seen this 10 days after, I really appreciate your time writing that and for the link, cheers.
After some brain storming and testing with DTuppFN he suggested changing BlockAll to FortStaticMesh in Collision Presets and this instantly brought back mantling to the items that did not previously work so good result, things working now