phil123456
(phil123456)
January 9, 2022, 10:47pm
1
Hi,
what export pipeline from blender collisions (UBX, UCX, USP) to unreal editor do you use ?
I tried, Blender Tools, Batex and the builtin blender export FBX
…nothing works for collisions ( I keep having errors, node not found, stuffs like that)
and blender tools (send to unreal) is not even able to export skeletons anims anymore
so just wanted to know how you guys were managing to do that…
thanks
Proper naming.
But I also use my custom plugin like all the time, so idk or remeber if there’s anything special going on with it.
The UBX/UCX etc. Usually just need to follow proper nomenclature.
I’ll attempt to plug in a screencap of an example from the PC in a few minutes.
http://mosthostla.com/gamedev/bonebreaker
And the export
http://mosthostla.com/gamedev/ue4curves
Limanima
(Limanima)
January 10, 2022, 7:27am
3
To export collisions you should:
-For colisions boxes name the mesh UBX_meshname_## where ## is the number of the collision box and meshname is the name of the mesh you want to add collisions
-For irregular collisions name the mesh UCX_meshname_##. The mesh must be convex
-Make the meshes childs of your mesh object
This should work.
This is explained in the documentation in the FBX section.
JoSf
(JoSf)
January 10, 2022, 8:02am
4
I made a small addon for Blender to handle renaming.
UBX is strictly a EDIT: rectangular prism, USP is strictly a sphere, UCP is strictly a capsule. UCX is for convex shapes, which will likely be most of what you’re doing. If the collision shape is non-convex you need to split it into more collisions meshes until it is.
I use Blender tools, but those tools do use the default FBX exporter.
Limanima
(Limanima)
January 10, 2022, 8:27am
5
Here’s the documentation:
Those are mostly UBX - but they are convex since the inside is smaller then the outside.
Anyway, my plugin exports this just fine.
I usually have super complex files, some of which include LODs
phil123456
(phil123456)
January 10, 2022, 12:54pm
7
Built in FBX export : it does not work, the generated collision wraps the whole object instead of importing the small box I created
phil123456
(phil123456)
January 10, 2022, 12:55pm
8
I tried to find a software to list the content of the exported fbx , if anyone knows one …
so far FBX review and FBX exporter (both from autodesk) just display the model
Limanima
(Limanima)
January 10, 2022, 1:02pm
9
Did you applied transforms to the mesh and the collisions in blender?
phil123456
(phil123456)
January 10, 2022, 1:08pm
10
I dont see how it is related but yes, all transforms are applied
the problem is that I dont see in the static mesh editor a list of my collisions the could assert the import did work
I now have 4 collisions
with the FBX export, only one collision
with batex too
phil123456
(phil123456)
January 10, 2022, 1:14pm
11
I’ll check this one, could be handy indeed
[edit] tried to install your addon but it does not appear, how do I use it ?
Limanima
(Limanima)
January 10, 2022, 1:18pm
12
You mentioned this, so I thought it was importing but was too big, but I think I know what you mean.
I’m not sure you can have more then 100 collisions. The documentation refers to XXXXX_## and not 3 digits for the number of the collision.
phil123456
(phil123456)
January 10, 2022, 1:20pm
14
it does not work at all, anyway static mesh editor does not seem to handle external collisions anyway, it creates its own simple/complex collisions
I’ll have to create the collisions manualy
JoSf
(JoSf)
January 10, 2022, 1:25pm
16
Create a folder called ue_collision_renamer, put the “init ” file there, and put that folder in Blender/version/scripts/addons
I don’t think it installs “normally” from outside because it’s just the .py file.
phil123456
(phil123456)
January 10, 2022, 1:39pm
17
ok it is installed
and indeed, it’s only 2 digits
Limanima
(Limanima)
January 10, 2022, 1:39pm
18
If you can’t get this to work, let me know. I’ll create a sample working file and send you so you can try it and see what’s different in yours.
I know this works because I use it all the time.
phil123456
(phil123456)
January 10, 2022, 1:44pm
19
2 digits was the trick…now UE4 proposes me to import the collisions
but I dont see them in the static mesh editor
Limanima
(Limanima)
January 10, 2022, 1:46pm
20
Here’s a working example:
sphere.fbx (32.7 KB)
sphere.blend (847.2 KB)