From this page
http://www.sidefx.com/docs/unreal/_collisions.html [www.sidefx.com]
The geometry will be invisible if it belongs to a group starting with the collision_geo prefix, and visible if it belongs to a group that starts with the rendered_collision_geo prefix.
Can someone explain what the common use case for visible versus invisible collision meshes are?
Thanks!
Collision - Visible versus Invisible
2553 2 0- Aladin Sane
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- dpernuit
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Visible collisions (via the rendered_collision_geo group) will use the same mesh for the collision and the visible geometry. For optimisation purpose, it's better to use this only if the mesh has a low poly count, as you don't want the engine to calculate the collisions on a high poly mesh.
That's why you have the invisible colliders, those meshes will not be displayed in game, but will be used only for collisions . This allow you to have a high poly mesh for rendering, and a low poly mesh for collision detection.
That's why you have the invisible colliders, those meshes will not be displayed in game, but will be used only for collisions . This allow you to have a high poly mesh for rendering, and a low poly mesh for collision detection.
- Aladin Sane
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