Complex Collision Challenge (Where are the senior devs)

This page summarizes the projects mentioned and recommended in the original post on /r/unrealengine

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  • RuntimeMeshComponent

    Discontinued Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]

  • For your particular use case of a large mesh which is mostly static, take a look at the runtime mesh component plugin (https://github.com/TriAxis-Games/RuntimeMeshComponent) which should make collisions more optimized than with the procedural mesh component plugin.

  • UnrealEngine

  • Afaik, there is currently no way to customize unreal's physics handling. That might come when chaos is fully ruled out, but at the moment (at least in 4.27), unreal is in an awkward state where it works with both PhysX (whose source code is not open), and chaos (whose source code is accessible in unreal's source, see https://github.com/EpicGames/UnrealEngine/tree/release/Engine/Source/Runtime/Experimental/Chaos/Private/Chaos). With a bit of skill you might get away with some simple editing of chaos source code (Setup some delegate when a collision is detected, then run your own collision response). To have a custom response to a collision, the "easiest" way would be to either write your own, or to implement an open-source third-party physics engine like BulletPhysics (see https://www.stevestreeting.com/2020/07/26/using-bullet-for-physics-in-ue4/)

  • WorkOS

    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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