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Using ComplexAsSimple with physics bodies?

I know it’s been deliberately made impossible by Epic, but I really need to find a way to do it. It’s paramount for my game’s concept to have physics bodies that have intricate collision (rings, tubes, containers, etc.). I’m aware I can construct the collision boxes manually, but I’m working with procedurally generated meshes, which really calls for the mesh itself to be used for collision.

I really need this to be possible, otherwise I don’t know how I’m going to proceed.

Any idea how to circumvent this issue?

Thank you in advance, hopefully there’s a solution.