Corrected step for setting the physical asset mesh and updated photo.

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corkyw10 2021-06-04 14:38:02 +02:00 committed by Corinne
parent 830c9a1f86
commit 8e111ab208
2 changed files with 5 additions and 3 deletions

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@ -126,11 +126,13 @@ In the dialogue box that pops up:
The Skeletal Mesh will appear along with two new files, `<vehicle_name>_PhysicsAssets` and `<vehicle_name>_Skeleton`.
__3. Set the raycast sensor mesh.__
Import the rest of your `.fbx` files separately from the main vehicle skeleton `.fbx` file.
__3. Set the physical asset mesh.__
>1. Open `<vehicle_name>_PhysicsAssets` from the **_Content Browser_**.
- Right-click on the `Vehicle_Base` mesh in the **_Skeleton Tree_** panel and go to **_Copy Collision from StaticMesh_**.
- Search for and select your `SM_sc_<vehicle_name>` file. You should see the outline of the raycast sensor mesh appear in the viewport.
- Search for and select your `SMC_<vehicle_name>` file. You should see the outline of the physical asset mesh appear in the viewport.
- Delete the default capsule shape from the `Vehicle_Base`.
- Select all the wheels:
- Go to the **_Tools_** panel and change the **_Primitive Type_** to `Sphere`.
@ -141,7 +143,7 @@ __3. Set the raycast sensor mesh.__
- Adjust the wheel sphere to the size of the wheel.
- Save and close the window.
>>![Collision mesh](../img/collision_mesh_vehicle.png)
>![Collision mesh](../img/collision_mesh_vehicle.png)
__4. Create the Animation Blueprint.__