No this happens because of this.simple collision won create so use complex collision
Hey guys,
I have some simple static mesh floors and walls (literally a plane) with simple collisions (again, literally a plane).
I’m working on a generated dungeon, and there is hand-made content, so I need to hand-build some rooms to put in said dungeon - but after building the rooms, I obviously need to merge all the static mesh actors to make the load lighter.
Now that’s the problem:
BEFORE merging everything works perfectly fine. All collisions, everything.
AFTER I merge the static mesh actors (I’m using the first option, “Harvest geometry […] grouping them by materials”) everything looks fine BUT the collisions are f*cked up.
- That means walls, floors and even the ceiling (I even put a couple of placeholder boxes in the level to spice it up) have irregular collisions - in some random points the collisions work, in some other random points, they don’t.
- I tried unchecking “Merge Pshysics Data”, and the result is that ALL collisions stop working.
Any idea on what may be happening? I never used merge actors before, maybe I’m doing something wrong.
You’re correct, it solves it!
Both of you were right.
If you encounter this same problem, you just need to:
- Go to the properties all the static meshes you want to merge
- Search for “Collision Complexity” and set it to “Use complex collision as simple”
- You can now merge your static meshes actors without any problem. “Merge physics data” must be checked.
Have you tried setting use complex as simple in the merged mesh details?
If you stuck with this issue when some same meshes cannot be merged make sure that there are no some micro difference it their rotations. Seems like this is a bug of unreal. When i make them equal i merged with saving collision