Appreciate any help, I’ve started producing content and ran into a speed bump. Trying to understand the intended workflow…
I’m building an Apartment complex building in 3dsmax. I’m importing in my geometry as a Static Mesh asset into UE4.
- The static mesh asset doesn’t have any collision on it so I can step through the walls / floors. Do I understand that I need to trace it out in blocking volumes a second time in the engine?
I’ve looked into the automatic collision generation tools but it seems that wont work because I need to be able to walk inside the apartment as its a complex convex shape with external walls in interior walls.
I hope I don’t have to trace it again with blocking volumes as that sucks to have to trace this complex asset again. I noticed that the unreal engine shooter example does this though so its seems that how I should do it?
If so any tips on how you guys are making sure that blocking volumes are lined up correctly to walls etc.? Seems like I’m missing something?
- I understand that I need to assign materials in 3dsmax to each polygon I want to use a different material. I believe the intended workflow is just to assign the material per polygon and it doesn’t matter what the material is in 3dsmax. Then as I export and import into UE4 I would build that material and assign it. Is that correct?
So I would never want to build the material inside of 3dsmax as that would be incompatible with the engine correct? But its important to assign the material ID to each polygon as needed.