How can I make a cave model walkable inside?

I’m making a game where the player has to walk inside a cave. I made the cave model in blender and you can’t walk inside the cave.

In UEFN, double click on the asset you imported in the content browser. On the right hand side of the screen that pops up there should be a list of settings. Scroll down to the collision settings, and there is a setting you can change so it says “Use Complex Collision As Simple”. Make sure to save the asset inside that screen (save button in the top left of the asset screen) to apply the changed collision setting.

Changing it to that should fix most issues as it will stop trying to simplify the hitbox and instead use the geometry itself to mark where the hotbox should cover, although it’s not a perfect system. You can also click on the ‘show’ tab at the top of that screens viewport and there should be an option to enable viewing simple collision and complex collision. This lets you see where exactly the hit box is and where it is blocking your player.

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Thanks for replying! I’m not using the Fortnite version of Unreal Engine maybe I miss put the post into that category and it’s like a mining cave, like this. The cave is a very long one object.
image

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This is definitely the correct answer. Just make sure you don’t use this for every object because it can have negative performance implications. You can also make “custom” convex collisions where you can specify the number of vertices and hulls. Those settings are found in the static mesh’s collision settings.

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For me it’s not working. The problem is that the it’s filled with collision so the player can’t walk in it. It’s like a really big cave so it would took a lot of time to make the collisions myself.

To allow for walkable exploration inside a cave model, it is important to design the cave with a collision mesh that outlines the surfaces where walking should be possible. This mesh can be created or modified using a 3D modeling tool and then incorporated into your game engine or simulation software. Additionally, setting up navigation meshes (NavMesh) for pathfinding and making adjustments to player movement parameters are crucial to ensure that they interact seamlessly with the cave’s interior. Thorough testing should be conducted to guarantee smooth and realistic navigation.

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And how can I achive that?

Okay, I managed to fix this problem by simply flipping the faces of the model in blender. :blush:

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Why just ask Chat-GPT and paste the response here? Does that actually help anyone?

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