Custom Collision in Blender for Unreal engine using Live link

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Let's create a basic house out of this cube,   usually what I like to do is to  put the origin point in the corner,   so I can scale the object easily. By removing the floor, I can use   the inset boundary feature, pressing I  then B and I have a door instantly !   now to make a collision for  this, you need another mesh,   let's demonstrate it by adding a cylinder.   In order for the engine to recognize it as  its collision, you must name it UCX underscore   followed by the same name as your mesh, and  keep in mind ucx must be in uppercase.   You can select both of them and export as FBX,   or a better way is to use a live link,  for me am using send to unreal plugin.   For the plugin to work, I have to put the  objects in their appropriate collection.   Let's bring unreal engine to test this out. You can export from the pipeline tab,   or assign your own shortcut.   Pressing ALT and C to reveal the collision,  you can see that it's working as intended.   Now lets say I want the same collision  in the right side for example.   I'm gonna duplicate this in edit mode  so they will be in the same object,   just to show a common mistake.   the engine bridge them together  and that's not what we wanted.   To fix this we just have to separate  the cylinders into their own object,   then correct their name by adding  underscore and a number.   let's reimport, you see that  the problem is fixed.   Now that we know how the collision  works, let's make one for the house.   Starting out by duplicating it, than we  must separate every part of the walls,   otherwise we gonna run Into  the previous problem.   To rename these new objects quickly,  there is a feature in Blender,   and in pretty much every 3d software, you can  hit ctrl + F2 or find it in the edit tab.   All we have to do is find dot double zero in  our selection than replace it by underscore,   and we are left with the right naming. be aware if you export your collision Objects   as just planes, unreal will generate  a default thickness for them.   So to add thickness we can  simply use a solidify modifier,   now select all of the collisions first than  the house and hit Ctrl + L To link modifier,   this basically transfer all the modifiers  from the last object selected to others.   Now that the house have thickness,  we have no backface culling issue   and if we go check the collision   we see that it is perfectly accurate. Let's hit play and see how it goes in game.   i hope you guys learned something  from this and thank you for watching.
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Channel: Atomic polygon
Views: 3,504
Rating: undefined out of 5
Keywords: Blender tips, Blender to unreal, blender to ue4, UCX, UE4, UE5, Tutorials, UE4 collision, send to ue4, collision for games
Id: PdwM_nE4dv0
Channel Id: undefined
Length: 3min 57sec (237 seconds)
Published: Wed Apr 07 2021
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