I have a mesh from Megassacans, I did the procedure and it didn't work, what could be happening? I'm using Unreal Engine 5.2. congratulations for the explanation.
@@CGDealers Sorry, I forgot to mention that the collision would be between the Niagra fluids and this mesh, it would simulate a waterfall falling on the rocks... anyway it didn't work, thank you very much for the answer
For very large objects like cliffs you can walk on, the autoconvex doesn't work since it will create large collisions and your character will appear floating on top of the invisible collision or even fall through. For these, I found that in Unreal itself you can use an option called "Use complex collision as simple" on the right side panel of the collision setup window. This doesn't come without warnings however. I have not experienced these issues myself but apparently it can be detrimental to performance if you have a lot of object that are complex in your map. It works fine for me even with a lot of objects. The actual warning these days would be referring to a lot objects with PHYSICS using this method. In my own experience, this option works fine and will generate perfect collisions definitely needed for some objects, if you don't want to go through the tedious task of exporting meshes into blender, renaming it, and hoping nothing breaks.
It's good but the issue with auto convexing is how memory intensive it is on the engine, so in small levels its fine but in an open world map it's going to drain a lot of the resources.
It also changes who on the team does the work. Artist can make and update collision when they make the model so level designer doesn't have to remember to.
realy nice ..i instaled unreal engine 4, and 5 ...but now learning coding .... (what you recomand best ....stick to coding or learn unreal engine?) ....you think can we able to create a game that will sell in future with this? ....in my mind i know is posible but i imagine that big company investing milions of dollars on creating a game and big theam and i dont know if dowing it alone will be same thingg haha
For mobile games basic primitives is the way to make performant collisions. If you create very complex mesh and just add to it a mesh collider this will be heavy for mobile and not so wise. For mobile i usually create even custom lowpoly collisions for meshes if they are too complex.
The order of collision from cheap to expensive: Sphere - Capsule - Box - Mesh. CG Dealers is correct in that you want your collision meshes to be as cheap as possible depending on the game.
@@CGDealers So we can simply add a child sphere collision for example, and simulate physics there? For example, I want to check two balls are hitting each other, What setup should i I have as hiearchy? -Root ---Mesh ------Sphere Collision like this? But what should be the mesh's physics presets like OverlapAll or etc. I am really confused when they both have physics settings.
One thing I've never liked in games are the characters clothing, and item collisions, when you see the rifle but going into the characters clothes, things like that.