UEFN Modeling Basic (Pt 1)

Set Collision (Pt 3 & 4)



To see collision, choose player collision in Lit tab
image.png
Or in Show tab, tick Collison, a wireframe will be seen on the mesh
image.png

To change the collision shape:

Volume → Mesh to Collision → Set Collision Type, choose Use Complex as Simple (precise shape but heavy load)
image.png

To modify to fit the mesh collision shape:

If the collision shape doesn’t fit to the mesh, change
1) geometry type:
e.g. Conex Hulls, then either untick Simplify Hulls, or increase Hull target face count
image.png
Optional: change collision type back to Simple and Complex or default, to reduce loading

2) Input mode:
To Per Mesh component, then can reduce max count
image.png

Part 4 (Manual set Collision):




Select Volume → Mesh to Collision. Then increases Max hulls per mesh (e.g to 5) for more precise collision on mesh:
image.png

To more advance use of Mesh to collision (use a duplication as a reference):
Create → Duplicate → Output type: Dynamic Mesh, Handle input: Keep Input

Use Tri Select in TriTools, select the area wanted to be tailor made. Hit on Disconnect in Mesh Edit (a red line shows on the mesh mean the selected area is disconnected from the mesh.
P.S. Use Optimize Border for detail removal of extra selected part
image.png
Click Clear tab to diselect the Tri Select tools area

Choose both the duplicated and origin meshes, click mesh to collision (the duplicated one will disappear)
Change input mode to Per Mesh Component (now see the origin mesh has different parts of collision: head, ears, tail. Shown in differnet color)
image.png

If want some parts no collision (e.g. ears). Select the duplicated mesh:
Use tri select to pick the ears → Delete
Choose both meshes again → Mesh to collision
image.png
Delete the duplicated mesh if no more change needed.


Method 2 for manual collision:


Tailor made added polygons on the meshes
e.g. Create → Polygon extrude (output mode: either dynamic mesh or volume, create rectangle and cylinder) :
image.png
modify the shape by using PolyGroup Edit):
image.png
Shapes, add Sphere as the collision on the bunnies:
image.png
Select all created shapes, click Mesh to Collision
image.png
Delete the polygon meshes just created

If want to reverse the process (i.e. change back the collision boxes created)


Use Collision to Mesh:
Collision Type: simple should be ok, try complex otherwise)
Tick Output Separate Mesh, Output type: volume
image.png
Volume mesh are created back in Outliner (modfiy them again and rechange to mesh to collision)
image.png


A quick way to just adjust the transform of collision box, in the mesh editor:
Show → Simple Collision
image.png
Choose the box and then move/rotate/scale them:
image.png
Now check in Player Collision in Lit, will see the change:
image.png
Want to print your doc?
This is not the way.
Try clicking the ⋯ next to your doc name or using a keyboard shortcut (
CtrlP
) instead.