Not bad, however for something like this You can just create 3 box collisions in the static mesh editor. 2 for the walls and one for overhead.
@dwelleroftheinternet84992 жыл бұрын
yeah, i prefer making the collisions myself out of primitives, gets you exactly what you want with a very simple collision
@saintmitt7123 Жыл бұрын
That’s what I was expecting him to do since he said custom.
@chickishot81722 жыл бұрын
Thank you for this! I knew I needed to do custom collision but didn’t know how.
@samizo58422 жыл бұрын
Love your videos
@wolfiedgr8t2 жыл бұрын
Thanks a lot Matt 👍
@Mayatrix2 жыл бұрын
nice one mate thanx!
@mattmurphy7030 Жыл бұрын
I thought we were going to actually import collision meshes from a modeling application. Is that possible? I want to model my stairs as an ideal ramp and the hulls are producing artifacts.
@Mjbrowngraphics Жыл бұрын
Hey man, yes you can import your own Meshes from a 3rd party program, I do with some objects that require specific collision shapes, heres how: - Export the collision object as an FBX file from your modelling program into the file directory of your unreal project (content folder) - Unreal will then detect the file and ask you if you want to import it, alternatively drag and drop the FBX file into your content drawer directly - Once imported it will appear in your content drawer like any other object - Then double click the object you want to add the collision to - Tick "Use Custom Collision" then under that tick box drag and drop your custom collision mesh into the complex collision mesh slot - Change the collision setting from project default to "use complex collision as simple", it will now use your custom mesh, best of both worlds, precise collision while reducing the load on your system. One word of caution though, if your custom collision mesh has too many polygons then it will not be fully accurate and you will still get artifacts, usually in that case I break the object up into smaller separate objects with separate custom collisions. Hope this helps 🙂
@rowerowynomada21582 ай бұрын
@@Mjbrowngraphics Ok, but why doesn't usd format work the same as fbx?
@apollogt55063 ай бұрын
i have set this two options for a rock formation i got from Quixel Bridge and tried it with waterfall template from Niagara and the water just ran through it, not on it. I even added collider tag and still...any suggestion? thanks.
@PixelitoPC7 ай бұрын
Thank you broo, effective and fast tutorial
@AlehAoliege Жыл бұрын
When the model is imported into UnrealEngine using the glb/gltf format, it cannot use prefixes such as “UCX_” to generate collision meshes for the engine. How this fix?
@djsalis2 жыл бұрын
Great video :)
@andystanciu16432 жыл бұрын
Today it took me 1 hour to find a solution to my problem with collision and exactly today a video about collision... lol
@khannichinnu54222 жыл бұрын
Can you make a video on looting system pls🙏🙏🙏🙏
@FedosGames2 жыл бұрын
help me please! when I build, the lighting at the level freezes by 99%. The level is not reloaded, everything is fine with the computer, this is the only level that is not processed. What could be causing this, and how can I fix it?
@rifat.ahammed2 жыл бұрын
Thanks for this.
@the_neutral_container Жыл бұрын
Thanks, that was a small epiphany!
@andrijas55152 жыл бұрын
Bro you saved me
@stephenvanbellinghen933 Жыл бұрын
How do you add the collision using a model made using Unreal Engine modeling tools?
@AlbertonBeastmaster2 жыл бұрын
Easier to create in UE5 or in 3D modelling software and import in?
@sulphurous26562 жыл бұрын
Coming from the Source Engine, I'm used to modelling all of my collisions in 3D before importing the model if I want them to behave in a specific way. Save for some really common props like boxes, where you can get away with using the automatically generated collision meshes/bounding boxes.
@EliteSoldier76 Жыл бұрын
What is the settings I need to implement if I want the player to collide with the meshes but I don't want the enemy AI to be able to collide with the meshes as I want the Enemy AI to be able to walk through the meshes?
@massivetree79372 жыл бұрын
In my own project, I'm using some static meshes for ground objects because its mainly an urban environment so using the landscape system would be overkill. Using both the auto convex collision and using complex as simple doesn't always give good results. Have any suggestions?
@pisurky2 жыл бұрын
Hi, is there a way how to set collision for multiple object at once? Thanks
@REE-Animation2 жыл бұрын
Can you make a video on how to do the same for a skeletal mesh? Like a car rig, how do you make a custom collision mesh for a rigged vehicle? I’ve tried for months… I got it working somehow in UE4 years ago, but I can’t figure it out in UE5 Please 🙏 (if you know of course)
@bahrainhasnan Жыл бұрын
You got the solution?
@vorzky11642 жыл бұрын
Hey, I'm quite new to UE5 and was curious if you could do a tutorial on weapon wear/rust, where you use two textures (a normal and a rust one) and gradually show one procedurally based on a value that could be assigned to a durability, or just a fixed on.
@ShonkV2 жыл бұрын
CSGO weapon skins don't rust or wear over time , the skin makers make 5 different versions of the same skin to represent wear, like factory new , minimal wear , field tested ... All these are separate skin models or textures
@vorzky11642 жыл бұрын
@@ShonkV But CSGO skins are tied to a float value, which determine how worn and what group they belong in. This makes it so even if you have the same wear and skin, weapons can look different. Same with TF2, but I dont think it displays a float value.
@ShonkV2 жыл бұрын
@@vorzky1164 yes, so what the skin makers do is, mark areas that can wear, and the float just removes those areas(textures) , suppose float is 0.2 then 2 areas from minimal wear skin is removed , if 0.1 then only 1 area is removed , so it's not like over time but are just pre defined wearing. Csgo assigns the float and according to the float , that area is removed. Nice question btw , you can use this same method to wear a skin over time Too by making the float change n runtime
@vorzky11642 жыл бұрын
@@ShonkV Maybe I should change my comment then. The effect Im looking for is similar, but instead of areas that are placed onto the weapons, Im looking for a procedural solution to show varying amounts of rust/wear based on durability for a survival game.
@ShonkV2 жыл бұрын
@@vorzky1164 yes. its done in Metro exodus btw
@ap102352 жыл бұрын
When im enable nantie to foliage its drop fps to 12.when i close to tree
@billionrscwm1798 Жыл бұрын
Dies hull precision number effects fps?
@hendra_winata132 жыл бұрын
Does "Use complex as simple" cause huge different fps?
@MattAspland2 жыл бұрын
If you were to use it on a lot of complex meshes in your game it would yes, but for a few ones here and there, especially simple ones, it will be fine. Although, with Nanite there may be no issues, thats something interesting to look further into.
@hendra_winata132 жыл бұрын
@@MattAspland Is the impact feel right after we start the game or after we do something like interact with that mesh's collision? Thank you very much for the reply.
@hendra_winata132 жыл бұрын
@@MattAspland OOT any suggestion how to make big indoor room lit in the night but also in good performance?
@reneharke83552 жыл бұрын
I have a good Video idea for your next Video. How about you make a Tutorial about a Level unlocking System? Like unlocking a level and get a Save Game everything you Open again the Game. I think Many people would like that
@rowerowynomada21582 ай бұрын
Use Coplex Collision As Simple - doesn't work in usd format. Why? FBX works without any problems.
@malindurashmika83862 жыл бұрын
Need custom collision tutorial
@r_e_d_squirrel3672 жыл бұрын
JUST WHAT I WAS LOOKING FOR. caps
@ForeverNils Жыл бұрын
0:20 no link in description to megascan model ((
@justinnixon5823 Жыл бұрын
do you UBX
@darkmagic5432 жыл бұрын
Wait that window was there all the time? :O How did I not notice it
@MattAspland2 жыл бұрын
There’s so many amazing features that can be easily overlooked, I’ve done it myself many a time haha
@beastNick7713 Жыл бұрын
Or u can set collision complexity as simple
@FuzzLevingston11 ай бұрын
Why a tut for pressing a button everyone knows ? When a tut on real custom col with boxes, physical material referenced, how to use this "complex collision mesh" that seems to have secret set up to work properly. This "enable complex as simple collision" tut is already all around youtube.
@saintmitt7123 Жыл бұрын
That’s not really custom collision…..
@Noskillvr7 ай бұрын
wdym
@bones6896 Жыл бұрын
I tried this on the door from the starter pack but there's still no point in opening my door because even with this I can still walk through