Hi, I’m doing my final end of year project with a group at my uni, we are making a Game environment using Unreal Engine 4. The world we are aiming to create is a large floating island that’s inhabited by a tribe, it will have a dense forest and a cave. Everything has been coming a long well so far but unfortunately none of us are experienced at Unreal and this is our first time using it for all of us, the only other engine we’ve used before hand is unity for another assessment task we did. Basically what we need help with is what would be the best way to make a collision mesh for our floating island terrain, we can’t use the default terrain in UE4 because that wont give us the result we want and we also have tried importing our own custom mesh but that was playing up and there were parts in the mesh that the player could walk over were not meant to be walked over.
Here’s an example of a basic greybox we built up to show you the kind of thing we are going for with the island. We would like to know the best way to make a good collision map for our floating island while it follows the shape. Thanks!
You don’t make levels with a single asset, they are supposed to be a combinations of multiple meshes and in editor created content. Use blocking volumes where you don’t want the player to be able to go.
The top of your island can be terrain, while the bottom and edges are made up of static meshes.
Your attachment does not work, so I don’t know about what polycount we are talking about.
The easiest way would be to "Use Complex As Simple" collision inside your StaticMeshEditor.
For that just double-click your imported StaticMesh and under the details tab goto Static Mesh Settings-> Collision Complexity and choose Use Complex Collision As Simple.
If you have a very high polycount however, his might cause you performance problems. In this case you probably need something else.
I’ll have to fix that when I have access to the file again tomorrow, we’ve also already considered that method because our lecturer brought it up, but since the island itself is our main terrain it won’t work as the polycount would probably end up being too high and cause some issues.
Yeah at the time I was too, but it’s actually really easy! basically either create you’re island in maya and just model it out and put it into ue4 like that. you can set up basic collision to work well with it, or you use the landscape tool and create a transparent material and use it paint out the shape you want and model a mesh for the under part of the island. Here was out result:
Looking back at things if i were to do it again I would just model it in maya and use that as the island. Sorry for the late reply only just saw the email.