Feature Request: Ability to Set Complex as Simple Collision on Skeletal Meshes

Dear Friends at Epic,

Would it be possible to have an option to use complex as simple collision on skeletal meshes?

Then I could use morph targets on skeletal meshes and have dynamically changing collision.

ex: a skeletal mesh actor rectangle that has morph target to turn into a sphere, and the collision matches because of complex as simple collision.


This might be easier than my previous feature request for morph targets for static meshes.

But in some way

I would like to be able to combine

#Morph targets + Complex as Simple Collision

:slight_smile:

Rama

I’m afraid this is not an easy feature to add, and we don’t have any plans for it at this time. Fast collision detection requires building an acceleration structure for the mesh ahead of time. This isn’t easy when the mesh can change shape on the fly, and PhysX does not have support for it at the moment.

ahh okay, well thanks for letting me know James!

Rama

If you just support triangles fully bound to one bone, it would solve 99% of cases without performance or complexity of supporting skinned mesh collision.
PhysX supports kinematic triangle meshes, I was really surprised they are not exposed well. As far as I can tell (I spent a few hours looking, because I needed it), there’s no way to :

  1. Use a triangle mesh in a kinematic skeletal actor
  2. Export a triangle mesh as UCX_ collision!

(2) is really puzzling to me because UE4 supports triangle mesh through “Simple as Complex” idiom, and supports custom collision through UCX_ , but I can’t see how I can author custom mesh collision for my mesh!