Complex collision inside cave interior.,
I am having trouble making a complex collision for a cave interior. The cave is all one mesh piece and I was wondering if I should split it into snapable pieces, similar to a morrowind or oblivion approach. And if so, do the pieces have to have a back side, or can they be just the textured face with a simple collision primitive?
asked Apr 09 '17 at 04:54 PM in Everything Else
The best way to approach this is to keep the mesh in one piece but make the collision multiple hulls. This is called Convex Hull Decomposition. You can do it directly inside Unreal or you can do it with a Blender plugin I made specific to Unreal: https://github.com/calben/UnrealConvexHullGenerator based on an existing v-hacd plugin.
answered Apr 09 '17 at 05:06 PM
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