UE3 - UDK PhysicsAsset Hit Collision

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Jeremweb

New Member
May 22, 2010
9
0
1
Hello World !

Today I have a player collision probleme... Let me explain :
In order to have a good hitbox, I use the physicsAsset for collision detection. In game (dedicated server), the collision of the head is not good and I do not understand why because the rest of the body seems to be good.

Here a video that explain my problem :
(enable annotation for this video)

For the script, here is my Pawn default properties :

Code:
Begin Object Name=WPawnSkeletalMeshComponent
        SkeletalMesh=SkeletalMesh'MA_Robot.Meshes.m_robot'       
        AnimTreeTemplate=AnimTree'Anim_robot.Animtree_Robot'
        AnimSets(0)=AnimSet'Anim_robot.Anim_robot'
        PhysicsAsset = PhysicsAsset'MA_Robot.PhysicsAssets.m_robot_Physics_dev2'//PhysicsAsset'MA_Robot.PhysicsAssets.m_robot_Physics'
        Scale=1.5
        bHasPhysicsAssetInstance=true
        CollideActors=true
        BlockZeroExtent=true
       
        End Object
        Mesh=WPawnSkeletalMeshComponent
    Components.Add(WPawnSkeletalMeshComponent)
   
    Begin Object Name=CollisionCylinder
        CollisionRadius=+45
        CollisionHeight=+125
       
        BlockZeroExtent=false
        CollideActors=false
        //BlockActors=true
        //BlockRigidBody=true
        //BlockNonZeroExtent=true
       
    End Object
    CylinderComponent=CollisionCylinder

In UnrealPhAT, hulls properties are :
http://puu.sh/jI63I/b72deb747e.jpg
as the rest of the body...
Someone have an idea what is happening ?

Thanks for any help !
 

Jeremweb

New Member
May 22, 2010
9
0
1
humm, hulls collision is not enable... It is actually a per polygone collision. But, why ?

I have check in my skeletalmesh properties :

bUseSimpleLineCollision True
bUseSimpleBoxCollision True

7de8a85b23.png


oh ! I forgot some lines in PostBeginPlay function in my first message :

Code:
 SetPhysics(PHYS_Walking);
Mesh.SetActorCollision(true, true,true); // PhysicsAsset collision
Mesh.SetTraceBlocking(true, true);
  Mesh.SetHasPhysicsAssetInstance(true);