killspree, on 09 December 2015 - 08:55 AM, said:
Can you go into what the best solution is for collision in unreal 4 I have heard some things about using bsp brushes for it?
The same principle applies for UE4 as it does for radiant or any other editing environment. Collision is performance costly. Keep it as simple as you can and as complex as you need it.
The Unreal editor has a bunch of option to generate collision meshes from a static mesh. There's two pages in the documentation you can check out:
https://docs.unreale...sion/index.html
https://docs.unreale...owTo/index.html
These are quick ways to add collision to simple, convex models that are placed in the world on their own.
If you use a bunch of models to create a larger structure you don't want to create a collision mesh for every model. For example, you build a house facade with windows, doors, a blast hole in the wall or other destruction, etc, a simple flat collision model might do. You can create collision models in your modelling software (Max, Maya, Blender) or you can use collision brushes in UE4, whatever is faster or fits better in your case.
There's many ways to do collision, but as long as you try to keep it as simple as possible it's quite easy to decide which method is best in each specific case. Try an in-build method first and see if the simple collision is fine. If you don't think the generated collision meshes fit or you can create a simpler collision for a group of models, create your own collision mesh outside UE4 or use brushes.