Hi everyone,
I’m a complete beginner with Unreal Engine and currently learning level design and blocking out. My goal is to make a blocking out of a part of a city. I’m using Unreal Engine 5.6.1.
I want to learn a proper workflow from the beginning. I ve already read that the modeling tool in ue is better for blocking out than bsps so i want to focus on that. (If thats wrong pls tell me)
One thing I’m currently confused about is collision during the blockout/greybox phase. When i wanted to test my blocking out i realized that i m running throug the objects. Whats the easiest way to give all of my objects a collider ? Maybe its possible to have this enabled already when i make a new cube?
I’d really appreciate hearing what your normal workflow looks like and what you would recommend learning from the start.
Thanks!
Hello there @BloodyyOrangee!
Welcome to UE! And yes, you are correct on MT vs BSP. The geo brushes are a good option for a quick build, but the modeling tools are pretty much the upgrade for creating level blockouts. It’s worth learning a thing or two about BSP, but mostly as a legacy option. For now, stick to MT.
For starterts, I would experiment with CubeGrid, and use the resulting grid to create your first walls, floors, and shapes for a simple, city-like level. Once you have your initial layout, it’s a matter of adding collisions to the points that need them.
If you want everything to have collision, just select all your blockout meshes, locate them in the Content Browser (under GENERATED), right-click to pick Asset Actions > Edit Selection in Property Matrix.
From there, look for “Collision Complexity”, and set it to “Use Complex Collision As Simple”
Now all your shapes are solid, and will collide with your player character. From here, you can continue building, play testing, then build again. This is specially important, getting the feel of your level, and make sure it flows correctly when traversing it.
For further reading on the matter, I suggest checking the related UE docs, and I’m also adding a short video example of a modelling workflow: