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[Kit Feedback] Unreal | Kits does not have collision set up
planned
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Cyan Squirrel
can I get a refund for this asset pack as it is not game ready like I thought
don't know how you can sell unreal files and have no correct collision
the unreal marketplace would never approve this literally any assset pack u buy on the unreal marketplace has correct collision setup cuz that's how it's supposed to be. those that don't want it can just disable it. there is no excuse for this. I have no use for this asset pack if you wont' setup proper collision and I do not have the means to do so myself and neither did I expect to have to do it especially at such a premium price point.
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Tom West
Agree that complex collisions won't be much use and can be easily generated in engine. Can we clarify we're looking for simple collisions i.e. a road asset has a few boxes for collision volumes. Buildings have boxes, cones, capsules etc.
Aviatrix Films
Agreed, would very much appreciate collision.
Calvin Teoh
This feedback have moved to "Planned" since Oct 27'22. Do you have an ETA on when collisions would be added (at least for Unreal Engine)? As others have feedback; we are not able to use this in our game development due to performance concern.
Terry
I have to agree, not having proper collision set up for Unreal (Unity also)...game engines, it isn't a good choice. While complex collision is a temp solution for some buildings...as already stated...it isn't the greatest idea from a game design POV.
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Cyan Squirrel
happy to hear this is planned, looking forward to the update
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Shelby Goldstein
planned
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Shelby Goldstein
under review
Joe Swindell
Shelby Goldstein: please never do this. This is the weirdest most absurd request. If they want collision they can throw a bounding box around something. This is so weird.
Tom Koch
Joe Swindell: Can you elaborate why this is weird?
Joe Swindell
Tom Koch: Sure! Collision has huge performance implications. While there are many cases where some desired collision is wanted, we shouldn't assume EVERYONE wants that. Then you'd also have to decide what type of collision are we going to apply by default? Some models could get away with a simple static mesh collider, others would need very complex detection. It's a lot easier to add collision then to have to turn it off for every model. I think a lot of game designers also forgot there are many video / artist that use these models too. They have almost 0 desire for collision. Maybe I'm just old and grumpy!
Calvin Teoh
Joe Swindell: Not having collision is a showstopper for game development, because a game developer would need to re-create simple collision for each of the asset which would take hours or days for 1 asset itself (some automated generated collision may work but many may not). With such high effort, many would get "proper" assets from somewhere else, such as "BigMediumSmall". BigMediumSmall assets comes with proper setup (including optimized collision) for game and film productions.
For film productions, you can select all the assets and then remove the collisions and it is not a showstopper; it would be a few steps inconvenient. Also for film, usually the focus is to create cinematic only visible to the camera, so usually collisions might not matters to much whether they are there or not. Megascan assets comes with collisions, and film makers are still using them and not complaining to remove collision by default in Megascan assets.
Tom Koch
Joe Swindell: Thanks for getting back. I feel like this is a worthy discussion. Maybe it should be optional available when downloading a model or kit?
Joe Swindell
Tom Koch: I would look agree with Tom West comment on that simple collision would be ok. Collision is NOT a hard thing to add and acting like it is just just caters to novice developers. My collision preferences are different then yours. This is so much effort that could be put towards better improvements then someone to lazy to add a bounding box to a prefab.
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Cyan Squirrel
using complex collision is a bad solution which is non performent and is terrible advise