Help for big scene project collisions.

Hi everyone !

I’m new into UE4, and I’m working on an Architectural Project in Paris (such a big project). My boss asked me to do an ArchViz. At the begining, I worked on 3ds max, but when plants, trees and grass went on, it became impossible to render fast enough to finish before the deadline, so I chose UE because I heard and saw great things on it. I would like to notice that the mostpart of the work on 3ds max is done, if I can’t achieve my goal on UE.

The scene is created by the architects on Revit, I’ve exported the entire scene in .fbx, then i went into 3ds max. I know that i need to unwrap to have a good lightmap for UE. The problem is the number of meshes. It’s about 9000… So I attached similar walls, windows… together in one object. And I do a flatten mapping for this new object (i have about 100 meshes now).
But here is the problem, with this complicated meshes, collisions in UE don’t work well, and i need your help.

I attached you a screenshot of an example of a single mesh without collision boxes.

I searched on other threads how to do collisions, and I retained Auto Convex Collision, i put Accuracy and Max vertex at maximum, it take some time but at this point, it’s not a problem… But the result is quite bad, collision meshes seem to be enough but when I hit play, I’m blocked very far from the object (see screenshot for collision meshes, i’m blocked as far as you can see in the editor, but when i hit play, obviously. Can’t upload the screenshot, don’t know why).

Is it normal ? because if i don’t use collision, I can see through object when i’m pretty close (I don’t know if this is caused by the bad lightmaps, and if it will be corrected when i would achieve to correct the lightmaps). I don’t have the time to put thousands box collision by hand, and I don’t want to, but at the end it will be my last solution… ^^ Is there a colision box for the view we used by default when we hit play ? maybe i could reduce it, if someone knows something about it.
I would like to precise, that i reduce my objects which are very big (reality scale) to move faster and easier in the view.
Or may i use just a camera to move around, last solution too, but i’m affraid to see through walls.

If you need more screenshots, more details, tell me :slight_smile:

Sorry for all the questions and my english, and thanks if you can help me !

Could you tell us about how clients are going to be viewing the end product? For us, we use arch vis for virtual reality. In the case of using an Oculus or Vive, the user can physically move, thus negating the ability for any sort of collision to take effect. Is this a desktop viewing program? Just renders?

My UE4 is c̶r̶a̶s̶h̶i̶n̶g̶ building lighting right now, so I can’t pull up my mesh settings. If you change your collisiosn from complex to simple, does that resolve the issue?

Not every asset needs collision, you can make things that specifically just for collision. Also for pillars, it would be better just to just a capsule so if a player runs into one, they slide off of it more smoothly than a box.

Are those pillars or poles in the middle of the room or just along walls? If they are just on walls you could make the walls collision a bit thicker and not do collision on the poles. Try to keep it simple.

Hey guys, thank you for your answers,
Clients will be viewing it on a projector (projected on a white wall i think) and i will do the ArchViz in RealTime. But yes as you said, maybe the solution is to do a render of it, there will be no problems of collision.But it is not impossible that the clients would want to visit by themselves, as I said, it’s a quite big project in Paris, for the biggest phone enterprise in France.
For the complex to simple, it doesn’t resolve the problem, maybe there is too much meshes…
Yes, those pillars are in the middle of rooms, not all but some of them. I will try your idea to put only on the biggest part to keep it simple.
But indeed, I can work without the collisions.

I have also a very big problem with lightmaps, i think that doing a flatten mapping on 3ds max isn’t a good idea for too much attached meshes. So it’s creepy.

I’ll test and see, thank you guys !