Hello, Iv’e been modeling a scene in blender for about a month now with plans to use in unreal engine for a small game. I thought I could just do the collision in blender after I have a sufficient amount of the large scene modeled. I was wrong.
I had no prior knowledge of collision in unreal. My first idea was to make a copy of the main walls and floors and reduce them to primitive shapes and name it with UCX_… and import to unreal like that. (Image 1)
Turns out that doesn’t work at all, Unreal simply generated its own collision. My second Idea was to take only a straight section of wall, make it an object, and model a UCX collision for it from scratch. (Image 2) This also did not work. Its as if
Unreal took the imported collision and made it a single prism when there should be holes for the door and windows. I leaned after some research that Unreal will convert any convex collision geometry into non-convex geometry.
That leads me to the question, What is the correct way (or at least a feasible way) to apply collision to large imported scenes from blender? Have I approached this all wrong? It seams there are no tutorials
that explain level architecture collision. How do you achieve collision for complex meshes like my building?
Image 3 shows the imported collision box.
Image 4 shows my large scene.
UPDATE: It seems that by unchecking “use one convex hull…” made the one wall work, slightly. I can go through the windows but random parts of the wall are still accessible