I have an object in UDK, which has a
SkeletalMesh. At certain times in the game, I want this object to continue rendering the
SkeletalMesh, but I'd like it to use spherical collision temporarily.
After reading a bunch about
PrimitiveComponents, my understanding is that UDK supports cylindrical and box-like collision, but not spherical without using a static mesh.
What I have now is a
StaticMesh with a material that makes it invisible. I've added a
StaticMeshComponent to my
Pawns. I can shut off the Pawn's collision, and turn on the StaticMesh collision. But it doesn't respond to impulses. I figure I'm missing something in how you turn on the RigidBody thingy.
CylinderComponent.SetActorCollision(false, false); SetPhysics(PHYS_RigidBody); RBCollisionComponent.SetStaticMesh(RBCollisionMesh); RBCollisionComponent.AddImpulse(InImpulse); RBCollisionComponent.WakeRigidBody();