x

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"

AnswerHub Maintenance

Background maintenance is scheduled to occur between 9 - 11am EDT on Tuesday, May 21. Site operation may be slower than normal during this time and a brief interruption in operation may be observed

How to set collision on mesh

I'm having an issue with my mesh clipping through objects because the animation puts the character out of the capsule comp. In the Root Motion Documentation it mentions this. Root Motion and Physics Since the capsule comes along, this means that physics collisions can still be used and we solve the issue of characters passing through walls, as well as alleviating the problem of the character needing to snap back to the capsule position. In the image below, the animation is using Root Motion, which brings the capsule along, causing the character to collide with the wall, rather than passing through it.

You will note that it is not quite perfect, as the character's bending animation causes it to pass somewhat through the walls. However, this could be easily managed by either working with collision volumes on either the wall or the character. The important point is that the capsule is keeping up with the motion and preventing the character from passing all the way through the wall and having to snap back.

Any ideas how I could achieve this?

Product Version: UE 4.21
Tags:
more ▼

asked Apr 23 '19 at 05:43 PM in Blueprint Scripting

avatar image

rioratt99
38 1 2 8

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

So for animations (root motion or otherwise) that basically don't fit in the player capsule there are two approaches I have used in the past:

  1. Dynamically change capsule radius in animation blueprint or actor blueprint based on the animation that is playing.

  2. Turn on physics-driven animation so that the bodies in the mesh simulate physics and don't go through the wall. Note, this can be tricky to configure as it changes how your animations look.

more ▼

answered Apr 24 '19 at 06:37 AM

avatar image

mr137
106 1 3 3

(comments are locked)
10|2000 characters needed characters left
Your answer
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