Three integers that define the maximum hull count, maximum number of vertices per hull, and hull precision. To auto-generate a convex collision shape for a Static Mesh from its visible geometry, use the _convex_decomposition_collisions() function. If you want to remove the existing collision shapes first, see Removing All Simple Collisions below. Note that this adds a new collision shape to whatever other simplified collision shapes already existed for the Static Mesh, if any. List(map(add_box_collision, static_mesh_assets)) # run the function above on each Static Mesh in the list. Static_mesh_assets = _class(all_assets_loaded, unreal.StaticMesh) # filter the list to include only Static Meshes. _loaded_asset(static_mesh)Īll_assets = _assets(asset_path)Īll_assets_loaded = _simple_collisions(static_mesh, shape_type) These options match the ones available in the Collision menu of the Static Mesh Editor. The unreal.StaticMesh object you want to modify.Īn item from the unreal.ScriptingCollisionShapeType enumeration that indicates what type of collision primitive you want to create. To add a new simplified collision shape to a Static Mesh, use the _simple_collisions() function. You can create simplified collision representations for your Static Meshes automatically in the Static Mesh Editor: Therefore, you can improve the performance of the physics system by making your Collision Meshes as simple as possible. Physical interactions do not usually need this high level of accuracy in order to provide realistic results. You could use the visible geometry of the Static Mesh as its Collision Mesh, but the visible geometry is typically far too detailed. The physics system uses this Collision Mesh whenever it needs to check whether other physical objects collide with your mesh, and whenever you conduct a high-performance raycast to test for collisions against your mesh. This represents the bounds of the Static Mesh object within the physics simulation. In order to make a Static Mesh part of the physics simulation in a Level, you have to set it up with a Collision Mesh.
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