Is it possible to use a spherical collision component in UDK?
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by
Almo
on Game Development
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Published on 2012-11-05T15:14:02Z
Indexed on
2012/11/05
17:20 UTC
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udk
I have an object in UDK, which has a SkeletalMesh
. At certain times in the game, I want this object to continue rendering the SkeletalMesh
, but I'd like it to use spherical collision temporarily.
After reading a bunch about PrimitiveComponents
, my understanding is that UDK supports cylindrical and box-like collision, but not spherical without using a static mesh.
But it seems an attached static mesh will render, since it has no bHidden
attribute. There must be a way to do this, but I don't know UDK well enough yet to understand all the pitfalls.
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