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Unreal Tournament III Tips
This information is provided by DGUnreal. Please do not copy this and post it
elsewhere.
Collision
Note: I have an in-depth collision tutorial coming soon on UDN.
Simplified collisions should always be used for StaticMeshes.
A simplified collision is a set of non-overlapping convex primitives that closely
approximate the shape of the StaticMesh. Make sure that the primitives are convex
and do not intersect each other at any location, otherwise the collision may fail to work
and other objects may pass through the staticmesh.
If you cannot add these in the source mesh file as UCX objects in your 3D software, the
StaticMesh Editor K-DOPs may fit (K-DOP = K Discrete Oriented Polytope).
Leave the UseSimpleLineCollision off in the StaticMesh Editor to use the per-poly
collision for hits from projectiles unless the simplified collision closely matches the
mesh shape, otherwise projectile collision may not look correct.
Collision models can also be added in the editor using the Brush to Collision function.
Simply insert a copy of the StaticMesh that you want to add collision for, then use
the Builder Brush to add one or more cubes and cylinders that approximate the shape of the
mesh. Make sure that none of the brushes are intersecting or embedded into another.
Once all of the CSG brushes for the collision are done, place the Builder Brush as a
large cube that surrounds all of the collision brushes and choose the Intersect so that
the Builder takes on the shape of all of the collision brushes. Delete the collision
brushes, add the new single Builder shape brush, select it, right-click and choose Brush
to Collision from the menu.
If Blocking Volumes are used to simplify the collision on one or more StaticMesh objects,
be sure to change the StaticMesh collisions to COLLIDE_BlockWeapon only, which will remove
the mesh's collision from the Box and Physics hashes.
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