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How to Edit Collision of a rigged asset?

GhostBlades
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GhostBlades polycounter lvl 3
So if I have a sci fi door lets say and it has complex rigged animation - and I want to make it a class blueprint - how can I make it so that it has a box collision around the whole door? if it is a skel mesh? rather than the little capsule that appears

Do I bind the UCX_Sci_Fi_Door to the rig and have it animate with the door opening? How does that work - if anyone knows I'd appreciate the help :) thank you:)

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  • Denny
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    Denny polycounter lvl 14
    You can add a Box Component and set its collision to collide all.

    If you want it to follow the door as it animates, drop it as a child on the skeletal mesh. Then inside the box properties, find the Sockets section and set Parent Socket to the same bone as the door is bound to.

    You can replace the Capsule with a Scene Component.
  • GhostBlades
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    GhostBlades polycounter lvl 3
    Oh I didn't know you could do that - thank you I'll give that a try
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