UE2 - UT2kX Custom character collisions

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esunder

New Member
Apr 1, 2008
3
0
0
Hi all,

I am working on a project with dinosaur models and the default collision cylinder is not sufficient to detect collisions for a dinosaur shaped model.

Here is a screenshot of the model. On the right i highlight the collision section of the unreal editor. Do i need to use the CollisionBoxes or CollisionSpheres?



I would like to be able to test weapon attacks (projectiles and traces) against the mesh, or possibly a rough estimate that i dedicate as the CollisionStaticMesh.
 
Last edited:

SuperApe

Registered Monkey
Mar 20, 2004
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Inna Jungle
wiki.beyondunreal.com
Collision boxes on major bones work okay. Take a look at the Kangaroo NPCs I made for UT200x, link on UnrealPlayground here.

I used a few boxes, like one for the pelvis, a couple in the tail and neck, etc. But there's a couple reasons not to overdo it:

- The places where these boxes intersect as the bones move can cause instant gibbing if a player or NPC is detected to be caught inbetween them.
- These collision boxes (while somewhat optimized) does take some CPU computing power.

Hope that helps.
 

esunder

New Member
Apr 1, 2008
3
0
0
Hey SuperApe,

First off, thanks for the help so far.

I added collision boxes to the mesh, this time I used a Trex mesh that our group is currently working on.



Do I need to do something else because it seems like the character is still using the default collision cylinder that a player uses. Does this technique of collision boxes work for player controlled animations (player models) or only for something like your kangaroo (a level asset / NPC) ?