• Runtimes
  • Unreal Engine Collision doesnt work at all

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Hello friends, i tried everything but spine skeletal renderer component doesnt create any collision.

Actually It creates a collision, but its colored black and flickering continously, doesnt generate any overlap reaction to anything, even tried with all possible object channels and object types. Did I miss something?

edit: I found that if we enable tick of "create collision" on spine component, the unreal engine gone crazy in editor and create a procedural mesh of spine skeleton continuosly, until deplete all free space on the drive.

What version of Unreal Engine are you using? The issue with "create collision" is known and a bug in UE4. We can not support freely deformable collision shapes based on attachments precisely because UE4 will generate new physix meshes everytime we change the vertex data, which is not something we can change on our end.

The only workable solution so far is to create custom collision shapes and use the bone follower component to drive their location.

Mario wrote

What version of Unreal Engine are you using? The issue with "create collision" is known and a bug in UE4. We can not support freely deformable collision shapes based on attachments precisely because UE4 will generate new physix meshes everytime we change the vertex data, which is not something we can change on our end.

The only workable solution so far is to create custom collision shapes and use the bone follower component to drive their location.

I am using 4.27... Thank you I understand that solution by myself. But you need to say this in your plugin info page, sorry if i didnt see it, since its a serious problem. Your script creating a procedural mesh for each frame and In my case 1 mesh is 22 kb. After few hours of working, your script filled my gigabaytes of empty space with this procedural meshes. Inside the derived data cache folder in users/ app/ local

So do you have any road map or a plan to fix this problem? I made your solution, but this doesnt work in some cases such as where character bends and strecthes. And more important, its a lot of work.

I am not c++ coder but If you say its unreal engine's problem what are you thinking about this?

https://youtu.be/PBnvJROQOqc

That runtime geometry video is unrelated to what we need.

The issue is an editor issue really. In edit mode, if we generate physics meshes, the physix cachd files are generated on disk. Each frame, when realtime mode is enabled in the editor window. There's no good way to detect this and not do it, at least I couldn't find one. I'll see if 4.27 let's me fix that.

I've created an issue here https://github.com/EsotericSoftware/spine-runtimes/issues/1993

Mario wrote

That runtime geometry video is unrelated to what we need.

The issue is an editor issue really. In edit mode, if we generate physics meshes, the physix cachd files are generated on disk. Each frame, when realtime mode is enabled in the editor window. There's no good way to detect this and not do it, at least I couldn't find one. I'll see if 4.27 let's me fix that.

I've created an issue here https://github.com/EsotericSoftware/spine-runtimes/issues/1993

Thank you for your interest. Did you ask directly to the Epic? Would you mind if I try my chance on facebook group(unreal engine developers)? There are some offical epic game members there. https://www.facebook.com/groups/223137344551305

6 days later

I've filed an issue with them 2 years ago and never received a reply. Sure, you can try your luck on the Facebook group. I'm afraid I don't have a Facebook account.