How to correctly use Physics for SkeletalMesh?

anonymous_user_590cb5931
Tue, 27 Oct 2015 17:12:25 +0000
World Creation

Hello.

I trying to understand, how to correctly make collision for SkeletalMesh.
I have created test project, from Third Person example project.
After that in Characters settings I have enabled physics for Characters Mesh and I have seen picture:

http://s6.postimg.org/yngzdkve9/screenshot_29.png

Or, if I disable Gravity for all bodies in Physics Asset of the character, anothr picture:

http://s6.postimg.org/5z41act81/screenshot_30.png

I found some a litle tutorial Skeletal Mesh Actors in Unreal Engine | Unreal Engine 5.2 Documentation , but there are no info, how to enable collision of the characters mesh and how to make the character did not fall.

How to correctly made characters mesh collision?

I am trying to understand, how to enable collision for Skeletal Mesh without disabling animations and without full (per bone gravity) physical simulation… I looking for something like CryEngine’s “ragdoll deforming mesh” or Physics Proxy - CRYENGINE 3 Manual - Documentation . Can you advice me, how to simply make collision for Characters Mesh (not with Characters Capsule)?

Thank you.

2 posts - 1 participant