Coming from UDK I have made tons of BSP then converted to SM. If those SM’s need collision I have, for the most part, been able to use the collision tools found within UDK to accomplish my needs. The difficult thing with creating collision in UDK was when an object had openings that needed to be left open for PC’s or NPC’s to go through. However, I had found a great tutorial sometime ago that explained how to create collision in UDK but also ensure that openings in the geometric shape were not blocked by the collision bounds. The solution came down to two small check boxes in the properties of the SM when creating the collision bounds. Here is a screenshot of the two check boxes.
I have highlighted the two check boxes. Notice the SM in the screenshot has and archway opening. By default this SM is a no collision asset. To apply the correct collision, which allows for pass through of the open areas but still prevents passing through solid geometry I used 18DOP simplified, then I uncheck the two boxes highlighted in the screenshot. Abra Kadabra you now have full collision with passages where you need them.
There is a question in all this I promise. I thought it important to fully frame my circumstance. Here is the question… In regards to UE4 (Rocket) I can not find these same two check boxes to accomplish my goal of creating collision that allows for openings. Can someone help?
Actually, what you want to accomplish is working already. It’s just the UI that tries to fool you.
When a BSP is converted to a static mesh, you can open it in the SM-Editor, set the CollisionComplexity to “Use Complex as Simple”. When you now look at the settings for LOD0, you will see that Enable Collision is checked. This is actually wrong. It is turned off, but the UI displays a wrong state. To get this mesh working with complex collision, just uncheck and check again the “Enable Collision” checkbox.
I will submit a fix for the wrong state in the UI.
Yeah I have tested the two options that are in that section (use simple collision as complex & use complex collision as simple). Simple applies collision around the entire object even in areas of openings. Complex is like no collision at all, PC can walk through all parts of the mesh.
Yeah I did that… When complex collision as simple is selected I can walk right through the SM as if no collision was set. I have checked and double checked the properties to make sure block all is set.
The weird thing is when I show collision in the editor I see a blue bounding box around my SM, but I can walk through it as if it wasn’t there…
‘Use Complex As Simple’ is certainly the setting that you want. There is a known issue though where this does not work for meshes that have been converted from BSP. We are actively working on this problem now though, and hope to have a solution soon. If you import a mesh from an external application, this setting should work correctly. Sorry for the trouble.
James, thank you so much for closure on this issue. I’ve been banging my head against a wall assuming I was doing something wrong. I look forward to the patch that addresses this issue.