UE4 给模型设置碰撞避坑

碰撞类型要一致
//如果是Overlap这里必须要填上ECR_Overlap,如果这里填成ECR_Block是不会触发注册的
SetCollisionResponseToAllChannels(ECR_Overlap);
SetGenerateOverlapEvents(true);
给带有staticmesh的物体设置box和sphere包围盒

要至少设置

staticMeshConpoment.SetCollisionEnabled(UE4.CollisionMode.QueryOnly);

要不然获取模型的大小都获取不到

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转载自blog.csdn.net/zx1091515459/article/details/126840635
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