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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 texturealt textd face with a simple collision primitive?

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Product Version: UE 4.14
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caveinterior.png (674.4 kB)
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asked Apr 09 '17 at 04:54 PM in Everything Else

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Aracnaphobia
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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.

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answered Apr 09 '17 at 05:06 PM

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calembendell
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I found this video, it works completely. https://www.youtube.com/watch?v=Gy1ZBp_OTVo No need for jumping through hoops. It probably isn't the best for performance, but in my instance of a small enclosed area it is the perfect solution.

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answered Apr 09 '17 at 10:47 PM

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Aracnaphobia
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avatar image calembendell Apr 12 '17 at 04:42 AM

About the same thing but doing it by hand :-) It can be useful to know how to do these things by hand anyway. Algorithms can only do so much to optimise the collisions.

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