Double sided geometry On : Vehicle collide inside and outside of the mesh / Ball collide only outside of the bowl ( when pushed against the outside walls )
Double sided geometry Off : Vehicle collide only outside of the mesh / Ball collide only outside of the bowl
So the ball doesn’t react to the double sided geometry but the vehicle does, any ideas on that behavior?
You can’t make a concave UCX collision mesh. That’s why the collision was totally wrong. Instead you have to divide that concave mesh into multiple convex meshes. Try it that way.
Also instead of modeling the whole arena as one mesh, I’d probably just model one long wall, a corner piece and a wall for the end.
Thank you for your help, the main issue is that i need to have the corners quite accurate to avoid weird behavior when you drive the car on it.
The entire mesh is about 960 poly, splitting the mesh as one mesh per face i’ll end up with 128 meshes just for one corner + small and big sides, regarding the fact they are all concave i’ll have to make one mesh per face
Is that the only way to go ? Any ideas on why the double sided option in UE4 only works for the vehicle but not the ball ( that would simplify a lot this process )?
Collision preset is set to : BlockAll, tried all others but nothing fixes the issue, so no, didn’t set to overlap.
My ball has a sphere simplified collision yep, i imported it and also used the auto collision, same problem.
Wouldn’t that be kinda insane to put back together in UE4? I tried just with one long wall ( 8 faces in concave shape ) and in UE4 the auto concave thing make some bad collision boxes so it’s unusable.
If i split them all, so in 24 pieces ( 8 long wall, 8 short wall, 8 1/12 of the 90degrees angle ), i can’t really imagine how to put that all back together in a clean way under UE4. Any advices?
Have you checked to see if your normals are inverted on the mesh? I feel if you flip the mesh and it works that the normals are most likely the problem. Try inverting the faces in your modeling program.
I just briefly tried to repro this with Vehicle Game sample.
I added a concave mesh (just sphere with inversed normals) into level with import settings to not generate any collisions for it, then set collision to complex collision as simple on the imported mesh. I also put another sphere mesh there to simulate the ball (mesh only had simple sphere collision on it) in it and enabled physics for the ball. It worked right out of the box, both for vehicle and ball.
You wouldn’t use complex as simple for everything but if it’s just the bowl, it should be alright perf wise (although you could optimize the mesh little further).