Features:

  • Accurate, real-time collision visualization by tracing actual rays in the scene (not the engine’s proxy) with temporal two-stage sampling for stability and speed. Six view types: Default, Normals, Primitive IDs, Triangle IDs, Material IDs, and Simple vs Complex (with collision policy tints).

  • Clean editor UX: toggle + view-type radios in the View Mode menu and a toolbar combo; also controllable via a dedicated ShowFlag and r.TCV.* console variables.

  • In-viewport legend overlay and per-project color/theme controls via Project Settings (Default, Simple, Complex, and policy tints), plus presets and granular filters (object channels, complex/trace tag, mobility).

Code Modules:

  • TrueCollisionViewer — Runtime. Core renderer, view extension, cvars, project settings.

  • TrueCollisionViewerEditor — Editor. Menu/toolbar commands & ShowFlag integration.

Number of Blueprints: 0

Number of C++ Classes: 9

Network Replicated: No

Supported Development Platforms:

  • Windows: Yes

  • Mac: No

Supported Target Build Platforms: Editor-only tool. Not intended for packaged (Shipping) builds; renderer interface is compiled out for Shipping.

Documentation Link: https://docs.google.com/document/d/1TzbNgnOmmiqhLDSWqr98xsiFDwPvDOY35ij9A7lEoXQ/edit?usp=sharing

Important/Additional Notes:

  • Toggle via View Mode → True Collision or the toolbar button; or use ShowFlag.TrueCollisionViewer 1.

  • Primary controls live under r.TCV.*

Features:

  • Accurate, real-time collision visualization by tracing actual rays in the scene (not the engine’s proxy) with temporal two-stage sampling for stability and speed. Six view types: Default, Normals, Primitive IDs, Triangle IDs, Material IDs, and Simple vs Complex (with collision policy tints).

  • Clean editor UX: toggle + view-type radios in the View Mode menu and a toolbar combo; also controllable via a dedicated ShowFlag and r.TCV.* console variables.

  • In-viewport legend overlay and per-project color/theme controls via Project Settings (Default, Simple, Complex, and policy tints), plus presets and granular filters (object channels, complex/trace tag, mobility).

Code Modules:

  • TrueCollisionViewer — Runtime. Core renderer, view extension, cvars, project settings.

  • TrueCollisionViewerEditor — Editor. Menu/toolbar commands & ShowFlag integration.

Number of Blueprints: 0

Number of C++ Classes: 9

Network Replicated: No

Supported Development Platforms:

  • Windows: Yes

  • Mac: No

Supported Target Build Platforms: Editor-only tool. Not intended for packaged (Shipping) builds; renderer interface is compiled out for Shipping.

Documentation Link: https://docs.google.com/document/d/1TzbNgnOmmiqhLDSWqr98xsiFDwPvDOY35ij9A7lEoXQ/edit?usp=sharing

Important/Additional Notes:

  • Toggle via View Mode → True Collision or the toolbar button; or use ShowFlag.TrueCollisionViewer 1.

  • Primary controls live under r.TCV.*

Trust what the engine sees.

Stop guessing why a trace blocks—or doesn’t. True Collision Viewer shows collision exactly as Unreal evaluates it, overlaid live in the viewport, so you can spot bad setups and simple/complex mismatches in seconds.

Demo: https://youtu.be/eV-6s78WHRA

Why it’s different
  • Engine-faithful: Per-pixel, ray-based overlay that mirrors UE’s collision tests—no custom proxies, no material hacks.

  • Production-minded: Built to solve real collision profiling pain; stable visuals with temporal smoothing.

What you’ll use it for
  • Instant audits: Verify “Use Simple as Complex / Use Complex as Simple / Project Default” at a glance.

  • Authoring checks: Catch flipped faces, stray triangles, or wrong PhysMaterials before QA does.

  • Level polish: Debug blockouts, doorways, and nav choke points without pausing your flow.

Trust what the engine sees.

Stop guessing why a trace blocks—or doesn’t. True Collision Viewer shows collision exactly as Unreal evaluates it, overlaid live in the viewport, so you can spot bad setups and simple/complex mismatches in seconds.

Demo: https://youtu.be/eV-6s78WHRA

Why it’s different
  • Engine-faithful: Per-pixel, ray-based overlay that mirrors UE’s collision tests—no custom proxies, no material hacks.

  • Production-minded: Built to solve real collision profiling pain; stable visuals with temporal smoothing.

What you’ll use it for
  • Instant audits: Verify “Use Simple as Complex / Use Complex as Simple / Project Default” at a glance.

  • Authoring checks: Catch flipped faces, stray triangles, or wrong PhysMaterials before QA does.

  • Level polish: Debug blockouts, doorways, and nav choke points without pausing your flow.

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