Collider Tool Addon for Unreal Engine (FREE)

LATEST UPDATE (July 28, 2024):
Release Notes:

  • Fixed bug in Convex Hull creation where the collider wouldn’t always unlink from the root object’s collection.
  • Updated for 4.2
  • Help menu updated
  • A few other minor changes.

UE Collider Tool 1.1

Current Known Issues and Wish List Items for future Updates:

  • Rename the Selected Colliders with the Active Object. This was intended to be functional and it was at one time. But for whatever reason, it no longer works.

  • Add an option to create Cylinders (Columns).

  • Add Option to change color of Selected Collider(s) with a single click.

  • Colliders are currently clamped to a minimum size to prevent accidentally creating tiny colliders which are hard to see and therefore hard to find and select. I plan on adding a check box option for this. (As a work around, values can be easily changed inside UE Collider Tool add-on folder.)

  • Option to turn off material shadows to save a little memory. This would have been implemented in v1.1, but changes in 4.2 would’ve caused compatibility issues.

  • Implement better messages and warnings.

UE Collider Tool 1.0
[Update: GitHub (Microsoft) graciously decided to lock me out of my account for this add-on, so I’m leaving it here in Dropbox for now.]


What this Add-On Does

  • Addon Creates and organizes colliders for exporting Static Meshes from Blender to Unreal Engine 4 and 5
  • Can create, name, and position your Static Mesh colliders with as little as one or two clicks
  • Quicker and simpler than setting up custom colliders inside of Unreal Engine editor.
  • Automatically renames colliders for proper Unreal Engine pipeline specs
  • Can be used in Edit Mode or Object Mode (currently ‘Convex Hull’ can only be created in Object Mode)
  • Create collisions with as little as one or two clicks
  • Fast - Can easily handle thousands of colliders
  • Customizable Colors and Shader for better visual organization
  • Although fully functional, addon is still a work in progress

Uses all four UE Static Mesh Collider Types:

  • Sphere (USP)
  • Capsule (UCP)
  • Rectange or ‘Cube’ (UBX or UCX)
  • Convex Hull (UCX)

What this Add-On Does NOT Do

This Addon doesn’t automatically build and calculate complex collision shapes with a single click. There are paid addons out there that claim to do this (for a hefty price). The collision shapes this addon makes can be done inside of the Unreal Engine editor which can be a tedious process for complex Static Mesh shapes (those who’ve done it, know). I developed this addon because I was annoyed with that often slow and annoying process inside of the UE editor with mutiple colliders and complex shapes.

Basic Useage

For Cube, Sphere and Capsule Colliders:

  1. In the addon panel, select the Rectangle, Sphere, or Capsule Button.
  2. Select the Object you want to build a collider for. Object must be a Mesh.
  3. If you want to change the color, select the ‘Pin’ button next to the addon’s color picker.
  4. For more control, you can tab into edit mode and select the vertices that you want the collider to cover.
  5. Press the big ‘Build Collider’ button at the bottom of the addon panel.
  6. If collider isn’t what you wanted, simply delete the collider and repeat. The addon will automatically adjust for the proper prefix and suffix.

For Convex Hull Colliders

  1. Select the Object you want to build a collider for. You must be in Object Mode and the object must be a Mesh Object.
  2. Change color in the addon panel, if desired.
  3. Select the ‘Convex Hull(UCX)’ mode button.
  4. Press the ‘Build Collider’ button at the bottom of the addon panel.
  5. You can adust the the decimate rate and the symetry of the collider for more control. The result can sometimes be hit and miss. So delete the collider and repeat the steps until you get the desired results.

Exporting

  • Exporting using the FBX format is recommended. Other formats should work, but I haven’t tested them and can’t verify this.
  • Use the normal pipline as recommended by Unreal Engine.
  • For example, if I have 10 objects that make up a ‘Courthouse’, then at least one of my exported objects will be named ‘Courthouse’, so my colliders must be named ‘UCX_Courthouse_01’, ‘UBX_Courthouse_01’, ‘UCX_Courthouse_02’… It doesn’t matter what the other Static Mesh objects are named as long as one them matches the collider(s) root name - ‘Courthouse’. This is a UE dynamic, and has nothing to do with this addon.
  • You can change the the root name of all the colliders quite easily with the ‘Renaming’ features of this addon.

Tested with Blender 3.6 and 4.0. You should have a fair understanding of the FBX exporting process and Static Mesh Pipeline before using. See Unreal’ official documentation here: https://docs.unrealengine.com/5.3/en-US/fbx-static-mesh-pipeline-in-unreal-engine/

DOWNLOAD:
[UPDATE: This is the OLD LINK to GitHub]
https://github.com/CydoniaValley/ue_collider_tool

7 Likes

Wow this looks great, I made a similar UCX generator addon, but this looks a lot more advanced :muscle:.
WIll try it out & add a link to your addon in my readme.

1 Like

Thanks for checking it out! Let me know what you think. I’d really like to know especially since you’ve created your own collider addon for Unreal Engine. I’ve only ever seen like 3 other addons for UE colliders, and they were all paid. I think one is/was $200 for commercial use.

If there’s enough interest in, I’d like to make it specific for Godot Engine as well. It would be fairly simple. (Actually, I’ve already used it for Godot so it’s doable, but you have to rename all the colliders.)

would that be another addon for godot?
it would be a shame to remove the unreal support you made in this addon.

I think it would mostly stay the same. The code is rather modular. So I would likely just add a button that would re-sort the colliders to Godot’s naming convention. So it would stay as it is until the user was ready to export. If I remember right, Godot’s collider naming convention is very simple. The problem would be to change all the names back with UE’s Prefixes without the user having to use ‘undo’. (Godot doesn’t use prefixes).

1 Like

LATEST UPDATE (July 28, 2024):

UE Collider Tool 1.1:
https://www.dropbox.com/scl/fi/mvakht8yyn8u4h23a6tky/UEColliderTool_1_1.zip?rlkey=mau4yd7vgkngz1sh28xw86tfc&st=xnu4d07f&dl=0

3 Likes

Thanks for this, not that I have a thorough grasp of this process in Unreal. Hoping I can edit the created shapes, going to find out soon enough.

1 Like

Technically, you can edit the shapes all you want in Blender. But keep in mind, in order for Unreal to import something as a UBX, all four corners must be 90 degrees. If you change that geometry, then Unreal will only import it as a UCX and must be named as such. Also, Unreal doesn’t allow concave simple collisions (which this add-on doesn’t create). If you modify a collider to be concave, UE should still import it, but will automatically modify it as a ‘convex hull’.

For spheres and capsules, Unreal merely recognizes the geometry as a sphere or capsule and generates the collider from your imported data. It doesn’t technically import the geometry itself.

As far as modifying the actual shapes inside UE, you can scale and move them around in the Static Mesh browser, but I don’t think you can move the individual vertices, at least not for some shapes. I could be wrong about that and I’ll need to check.

Anyway, thanks for downloading. Let me know if you need any help or if you have any suggestions or questions.

Sorry about the late reply…

Basically if I take a mesh, dupe and decimate it I can end up with a decent collider so long as I name it correctly and things are arranged properly.

Which has no involvement of this plugin, but this plugin and your explanations helped me understand the process, if that makes sense, thanks again.

Naming your colliders properly is very important and is also sometimes a pain, that’s why I implemented an easy way to name and rename colliders in the add-on. But it’s also important to understand what will work and what won’t.

I - as one who has filled many a swear jar rolling colliders manually in unreal engine (why, why is it so bad) - just want to say thank you. This tool is an immense time saver. Thank you.

1 Like

Thanks for the comment! I’m glad you found my add-on useful.