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Hi! Thank you very much for supporting my work! <3

I'm not sure how the collider generation works in Unreal Engine, because I'm not familiar with it, but in Unity you can easily generate a primitive or a convex collider for the mesh.

The majority of the models are primitive shapes, like a cuboid and a cylinder. There has to be a way in Unreal Engine to add a primitive collider to such shapes easily.

Are you experienced in Unreal Engine?

Yes, I tried automatic conversion, but it doesn't work very well for most objects.

Hi! Did you find any information online on what could cause the problems? This would help me to see if there's something I could do without making a custom collider for each object in Blender

I tried Unreal Engine and UEFN using convex decomposition on both, and I tried to find other solutions, but the only way is to redo the collisions to get some that really stick to the object. (Especially for the larger ones).

This isn't a problem that comes only from your pack, but from almost all Unity assets imported into UEFN.

These aren't Unity assets in particular. They're made in Blender for universal use!

I also tried exporting it using the Blender file, but the result is the same. I think UEFN may not work for certain collisions.

i'm a bit late but in unreal you can make complex collisions simple or just put the simple collisions forms like cubes and spheres if you want it to be more optimized, the same with all assets, nothing special from unreal, uefn or unity

Thanks!