I am beginning with Unreal Engine and encouter issues importing static meshes.
Maybe it’s very easy, so my apology if it’s the case.
So I am using a big static mesh I have done in Sketchup/Rhino, and imported it as a FBX in UE4,
for the collision I put in the static mesh setting : “use complex collision as simple”, so that the player can walk through the model.
But when I launch the game, in the editor, it crashes systematically when the player hits the ground.
Here is the crash report :
UE4Editor_Engine!FHitResult::FHitResult()
UE4Editor_Engine!UCharacterMovementComponent::PhysWalking() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:3655]
UE4Editor_Engine!UCharacterMovementComponent::StartNewPhysics() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:1997]
UE4Editor_Engine!UCharacterMovementComponent::PerformMovement() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:1628]
UE4Editor_Engine!UCharacterMovementComponent::TickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:939]
UE4Editor_Engine!UActorComponent::ConditionalTickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\actorcomponent.cpp:1137]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\actorcomponent.cpp:677]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:141]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:292]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:1150]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
Also when I imported the FBX static mesh, I have a warning message telling
LogStaticMesh:Warning: escaliers has degenerate tangent bases which will result in incorrect shading.
FBXImport:Warning: Warning Warning: No smoothing group information was found in this FBX scene. Please make sure to enable the ‘Export Smoothing Groups’ option in the FBX Exporter plug-in before exporting the file. Even for tools that don’t support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
FBXImport:Warning: Warning escaliers has degenerate tangent bases which will result in incorrect shading.
Here are my FBX import settings:
I guess it’s related to the static mesh parameters but I don’t understand where… Thanks