VinnyHaw
Se7enSinner
Want to know how to give proper collision to your mesh in Unreal 4? Then this tutorial is for you. I'll walk you through the simple steps of creating collision.
Software I'll be using:
1 - Modo (for modeling)
Note: This will work regardless of what modeling package you use. Be it 3ds max or maya.
2 - Unreal 4
First I'll run you through the steps of importing mesh into Unreal that will most likely not work in regards to collision.
Step 1:
We'll be using a basic torus.
Step 2:
Export your mesh in .fbx format
Step 3:
In Unreal we will keep "Auto Generate Collision" on
Step 4:
Notice how I can't jump into the center of the torus
Step 5:
If you double click the static mesh in the content browser you'll open the a new window. The purple box is the collision (note if you don't see the purple box then you need to hit the "Collision" button on top. Now the reason the collision did not work is because this torus has a concave structure. Now we'll go back into our modeling package to fix this.
Step 6:
We will be using boxes to outline where we want our collision to be. I applied a transparent red material to the box so that we can see the mesh underneath.
NOTICE: THIS IS IMPORTANT
See the name of it. It's named "UCX_Torus_01". UCX is a custom collision namespace that Unreal uses for collision. There is also UBX and USX, but UCX is a catch all that we'll utilize.
The name "Torus" is named after the original mesh. THIS IS EXTREMELY IMPORTANT.
The _01 is in regards to the number that the collision is. In the next step you'll see what I mean.
Step 7:
So each collision box ABSOLUTELY MUST be in its' own layer. So let's go over what we have.
A. Original mesh named Torus
B. First collision box named UCX_Torus_01
C. Second collision box named after the original mesh
Last Letter (not counting). Final collision box named after original mesh.
Step 8:
Select every layer and export as .fbx
Step 9:
When importing into Unreal 4 turn off the auto generate collision option
10:
Notice that we can stand in the middle of the torus now
Also notice the collision box is updated with the boxes we made earlier
Here's an example for the collision I created for the front of a building:
CF Boxman
Software I'll be using:
1 - Modo (for modeling)
Note: This will work regardless of what modeling package you use. Be it 3ds max or maya.
2 - Unreal 4
First I'll run you through the steps of importing mesh into Unreal that will most likely not work in regards to collision.
Step 1:
We'll be using a basic torus.
Step 2:
Export your mesh in .fbx format
Step 3:
In Unreal we will keep "Auto Generate Collision" on
Step 4:
Notice how I can't jump into the center of the torus
Step 5:
If you double click the static mesh in the content browser you'll open the a new window. The purple box is the collision (note if you don't see the purple box then you need to hit the "Collision" button on top. Now the reason the collision did not work is because this torus has a concave structure. Now we'll go back into our modeling package to fix this.
Step 6:
We will be using boxes to outline where we want our collision to be. I applied a transparent red material to the box so that we can see the mesh underneath.
NOTICE: THIS IS IMPORTANT
See the name of it. It's named "UCX_Torus_01". UCX is a custom collision namespace that Unreal uses for collision. There is also UBX and USX, but UCX is a catch all that we'll utilize.
The name "Torus" is named after the original mesh. THIS IS EXTREMELY IMPORTANT.
The _01 is in regards to the number that the collision is. In the next step you'll see what I mean.
Step 7:
So each collision box ABSOLUTELY MUST be in its' own layer. So let's go over what we have.
A. Original mesh named Torus
B. First collision box named UCX_Torus_01
C. Second collision box named after the original mesh
Last Letter (not counting). Final collision box named after original mesh.
Step 8:
Select every layer and export as .fbx
Step 9:
When importing into Unreal 4 turn off the auto generate collision option
10:
Notice that we can stand in the middle of the torus now
Also notice the collision box is updated with the boxes we made earlier
Here's an example for the collision I created for the front of a building:
CF Boxman
Last edited: