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.