Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

how to set collision of big monster with skeleton mesh

In my fight game, I want to create a big monster enemy, player can walk and attack under it, like following: alt text

However, Character class uses capsule component as root and charge collision, CharacterMovementComponent is also based on capsule component. With capsule component, the player cannot reach under the monster mesh, like following:

alt text

I consider two solutions:

  1. First Solution: create a pawn class and use the skeletal mesh as root component for collision, and then create my own movement component to use the skeleton mesh for collision(maybe cost some time).

  2. Second Solution: As the link said: https://answers.unrealengine.com/questions/1354/requestcollision-shapes-for-capsulecomponent-in-ac.html?sort=newest I can continue to use default character class, just put the capsule component at the bottom of skeletal mesh to only collide with terrain, and enable physics asset of the skeleton for collision. If I don't misunderstand, this second solution is like following:

alt text

The problem with this second solution is: If I set "Simulate Physics" to true, the motion of the monster mesh is very strange, just like the skeleton mesh is dancing above the terrain?. And if I set "Simulate Physics" to false, the result is like folloing:

alt text

the part of skeleton mesh outside of capsule component has no block collision with the wall.

Therefore, I have three questions:

  1. Are there any other better solutions?

  2. What's the problem with me when I try the second solution, what's the correct way to use physics asset as collision in condition that skeleton mesh isn't root component?

  3. If there isn't any other solution, which solution in two as I mentions before is the correct one?

I have spending three days on this problem, wish someone could provide some help, thx :)

Product Version: UE 4.15
bigmonster.png (3.4 kB)
bigmonster2.png (5.2 kB)
bigmonster3.png (3.9 kB)
bigmonster4.png (4.8 kB)
more ▼

asked May 15 '17 at 12:57 PM in C++ Programming

avatar image

46 1 7 8

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question