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How to Edit Collision of a rigged asset?

GhostBlades
polycounter lvl 3
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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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