Enable embedded collisions
Activate an existing collisions in a mesh
Last updated
Activate an existing collisions in a mesh
Last updated
Published: January 20, 2024 by Last documented update: January 25, 2024 by
This guide shows you how to enable an object's embedded collision for entities without (items that you can walk through).
It's a direct follow-up to Adding Objects to the World.
As of today (Jan 20 2024), you need a collision-enabled mesh for this. We can create our own collisions with the Wolvenkit Blender IO Suite, but the tutorial for this isn't ready yet.
If you want to create AMM: Custom Props for AMM, check the corresponding guide. Note that this mechanism applies for them as well!
Object Spawner 1.5 (screenshots say 1.4, but it's the mod title that wasn't updated in 1.5 😄)
You know how to add objects to the world using Object Spawner
allmeshes.archive and updated allpaths file created by KeanuWheeze - this will help us to edit new ent files with embedded collisions.
You need a
Not every object contains an embedded collision, so we first need to check if your desired mesh has one.
Once in-game, search for the item you want to spawn; I'll be using base\meshes\base_environment_decoration_furniture_industrial_industrial_table_industrial_table_g.ent
In the Spawned
menu, click on Copy Path to clipboard
to get the current .ent
path.
After you added it, turn off the Mod Browser option; otherwise, you won't be able to get the mesh file in the next step.
Open the .ent file and look for the mesh component in its components array.
If the selected entity is from allmeshes (starts with base\meshes\
), then there is probably only 1 entPhysicalMeshComponent called custom_mesh
If not, it means your entity is from the vanilla game; in this case, search for the component that has Mesh in its type (entPhysicalMeshComponent, entMeshComponent, etc...)
In the mesh, click on the blue arrow to open the mesh in a new tab (we don't need to add the file)
Decisive moment: Open parameters and look for a meshMeshParamPhysics
Have you found it ? Amazing ! It means the mesh has a native collision that we can toggle on. 👍 Let's do this now.
What if there is no meshMeshParamPhysics parameter in the mesh ?
It means that there is no collision with it. But other solutions exist for you:
You can create your own collision through Blender (no modding ressource is available at this time)
You can fake the collision by using another small entity which already has collision embedded, and hide the small entity inside your item (this technique is a work-around, that does not always fit or give satisfaction, but most of the time it does the job)
You can try to find another similar item that has embedded collisions (and go back to the first step of this page)
Turning it on is pretty simple; we only have 2 things to change, all in the .ent file previously added:
Update the filterData
and change the values like in the screenshot. Those values determine which entities can collide with, and how to simulate the collision.
This information is not well-researched as of Jan 2024 - if you know anything more about this, please get in touch via Discord or update the wiki!
Change the navigationImpact
setting to Blocking
. (Other values exist; they haven't been documented, but you may have fun with them.)
Optional: depending on the item, you may want to enable (or not) lighting-based shadows. You can do so by setting these 3 properties to Always
.
I strongly suggest you to change the .ent name and folder to a custom one, so it doesn't interfere with the rest of the game.
In our test case, I renamed the file as mod\embedded_collision_test\decoration\industrial_table_g.ent
.
If the path of your ent changed, don't forget to add it to the allPaths.txt file used by Object Spawner.
Once in-game, open and load the new entity with the new path and verify that collision is enabled. 🎉
Back in WolvenKit, create or open
Open the , turn on the option, paste the path and add the ent to your project.
That's it! All you have to do now is to .