When set to a mesh ID, that mesh is used as the collision mesh.
If the collision mesh is complex, a pop-up appears warning the user that it might cause performance issues.
When set to a mesh ID, that mesh is used as the collision mesh.
If the collision mesh is complex, a pop-up appears warning the user that it might cause performance issues.
Objectively, this is a super weird feature request.
But I think it makes a lot of sense in the context of ROBLOX.
Frankly I think you could accomplish this behavior by welding an invisible Mesh to the visible, non-collidable Mesh, so I’m not sure this feature would be necessary. I guess it just depends on what you’re trying to make.
Might be worth noting this wouldn’t work for raycasting without some hacky whitelist/blacklist-ing.
Maybe a better feature request would be to have a collision option that better approximates the mesh rather than what Default does. I don’t think anyone would want to give their mesh a radically different hitbox than the mesh being rendered, so this seems like a simpler request rather than setting an arbitrary collision mesh.
Not to mention that arbitrary meshes aren’t necessarily sealed.
Better yet - support for custom made collision within the fbx.
Unreal has a feature when you import an fbx with mesh layers named using the prefix “UCX_” will automatically create collision based on each closed convex 3D shape.