Returns number of Sections that this StaticMesh has, in the supplied LOD (LOD 0 is the highest) Parameters lod (int32)– Returns Return type int32 property lod_for_collision [Read-Write] Specifies which mesh LOD to use for complex (per-poly) collision. Sometimes it can be desirable to...
Convex Elements 自定包含元素(UCX_MeshName) Double Sided Geometry 双面几何体开关 Simple Collision Physical Material 物体默认物理交互行为只与其相关的物理材质进行 Collision Complexity 碰撞复杂度 complex = per Triangle Collision Presets 碰撞预制(默认BlockAll) 具体碰撞说明不做详细解释(后续关于collision文档会做...
对于TriangleMesh来说,如果它想生成FSingleShapePairCollisionDetector,那么就需要Shape的CollisionTraceType为Chaos_CTF_UseComplexAsSimple(如下图所示)。而我发现FPerShapeData里的CollisionTraceType竟然是Chaos_CTF_UseDefault。这个情况大大出乎了我的意料,原本以为通过CollectWorldObjects查询出来的Shape已经是Chaos_CTF_Us...
在设置Static Mesh的时候发现,UE的Static Mesh是自带很复杂的碰撞体的,而且设置的Actor和LandScape创建的地面发生碰撞是不会触发Event ActorBeginOverlap的,可能默认设置两者的碰撞体不会触发Event ActorBeginOverlap。这块和Unity有很大的不一样,Unity中Mesh,Collision和Rigidbody完全是分开的组件。 Pawn:指代玩家控制的Actor。
出于优化的目的,ProceduralMeshComponent默认勾选了UseComplexAs SimpleCollision这个属性,为了实现我们切割下来的能正常的进行物理模拟,需要把这个属性给取消勾选。 实现切割 SliceProceduralMesh实现模型的切割。说下几个参数: * PlanePosition是切割平面的位置
Using the simple collision mesh you set up in the last section will work fine for:A Static Mesh that can easily fit into a capsule or box. A Static Mesh where having precise collision does not matter.However, you may have a Static Mesh with a more complex shape requiring a ...
For Simple Collision, From Object can be a Static Mesh Asset or any Primitive Component. For Complex Collision, From Object can be a Static Mesh Asset, Static Mesh Component, or Dynamic Mesh Component. Reset Dynamic Mesh Collision Clears Simple Collisions from the Dynamic Mesh Component. Copy Me...
Minor fix for collision. Sep 21, 2024 .gitignore RealtimeMeshComponent v5 for Unreal Engine 5 Initial Submission Feb 24, 2023 CREDITS.md Relicensed under TriAxis Games L.L.C. Sep 17, 2020 LICENSE.txt RealtimeMeshComponent v5 for Unreal Engine 5 Initial Submission ...
UE 4.27 only: Fixed a bug when baking a static mesh, where if it uses a temporary output mesh as its complex collision mesh, the collision mesh was not baked. When baking a skeletal mesh the skeleton is now also baked if the skeleton asset is a temporary output. ...
The mesh to collision tool has several options for automatically creating a collision volume around the selected mesh. Anything from simple volumes, capsules, or more complex operations are available. There are so many terms that describe processes that utilize the modeling tools. Sometimes it’s as...