Actor is falling through static mesh

it´s me again …

my actor (the guy from the template “blueprint first person”) is falling through my static mesh.

Here is my workflow (based on a small tutorial):

  • i builded an static mesh in maya (with uv´s) as an fbx-file
  • i imported this fbx-file into my u4.4 - content browser
  • i clicked on this fbx with rmb and choosed “create blueprint using”
  • an window pops up “create blueprint” and i choose “Blueprints” as my destination folder and click “ok”

and here seems to be the end of my tutorial journey.

it says
“once inside the bp, AFTER YOU CHANGE TO SIMULATE PHYSICS, make sure you compile the bp, then build the level”.
i looked everywhere in my bp-window, but cant find an solution.

and finally here is my question:

where and how in the bp-window can i select “CHANGE TO PHYSICS”?

thanks for an answer!

greetz
loopon

… i´m sorry… but guess this will not be the last question from me… ;-/

This doesn’t sound like anything wrong with the BP per se.

Do you have a any collision setup for your Static Mesh that you imported from Maya? If not, this will be your first stop.

If you’re not sure, open your SM in the mesh viewer by double clicking it in your Content Browswer. Once the Mesh viewer opens in the tools tab select Collision. In the viewport there is some information in the top left listing vert count and and all this other stuff. Since you’ve clicked the Collision tab it will now list “Num Primitives: [Number here].” This will indicate the number of collision models it has. If it list 0 this means your model has no collision and is why you are falling through it.

Setting up Collision:

There are a couple of way. If you have a simple mesh you can use the collision primitives from the drop down menu above listed “Collision.” Depending on the type of object and it’s complexity will determine which type you need.

If you just want the model to have per poly collision meaning that the mesh itself will be the collision. This is not a recommended solution as it can be a performance hit.
You can find the option for this in the Mesh Viewer > Details Panel on the right > Static Mesh Settings > Collision Complexity > Drop down Menu “Use Complex Collision as Simple.”

Give this a shot and let us know how it goes. If you have any questions feel free to ask! :slight_smile:

Tim

hi tim,
this is what i´ve done:

  • i double click on the static mesh in the content browser
  • i click on collision in the menue bar
  • in the viewport pops up: “num primitives: 0”
  • i go to the menue bar, select “collision” and “box simplified collision” ( i don´t know it better :slight_smile:
  • i click on “save” in the toolbar

… and now there is “num primitives:1

  • i select my sm in the content browser

  • i click on this fbx with rmb and choosed “create blueprint using”

  • an window pops up “create blueprint” and i choose “Blueprints” as my destination folder and click “ok”

  • i drag my sm into the vieport and select it

  • i go to the details panel and select “collision”: “simulation hit events”, and “collision presets “block all””

and the guy is going on my sm (huge landscape) but also aside the sm (water), where he shouldn´t do it :slight_smile:

my question:
this guy is going on the water. have i play around with the settings, so he doesnt?
or is there an golden rule to have an good performance also?

thanks a lot again!!

No problem with the help, but this confused me a little bit:

I can see you’ve got it working, but are you saying it’s not working exactly the way you like or is everything OK?

Just to make sure we’re on the same page.

Here is the Chair asset from the starter content. I’ve applied a simple box collision to it. Even though the chair has definition and these nice curves the player will not be able to stand on those curves or anything that is within the box. The box is the part the player will collide with. So if I jump on top of it the player will be standing on the box and not the SM.

Tim

i see an green box around my landscape… but its very huge.

and every time when i click on “collision”/“box simplified collision” the value of “num primitives:…” goes up.

is this an way to get an better “collision resolution” for my sm?

new approach:

my sm/landscape is made of 1 piece (as an placeholder) with areas, where no land is (water).

maybe i should break up this landscape into pieces, and then the collision would as seperated piece work properly with an box collision…

very last result:

yessss… exactly this was my error:
i had to break the huge sm up into pieces. my complete landscape was to complex for 1 box collision.
now it´s clear to me (i hope).

thanks a lot for your help tim!!