Most people on this board suggest splitting up buildings in smaller parts for performance reasons. For example lightmass resolutions which of course will rely on each segment instead of having to share one UV-map for one entire mesh etc.
So I made a house, and imported each segment as a single mesh (outer walls, roof, inner walls, doors etc). Then I put it together inside a blueprint. And it looks fine. The problem is when I enable physics on each mesh. Each segment of the house is colliding with each other which caused some really stupid effects.
For example, each floor is a simple 6-sided block that cuts through the building. Which kind of screws up the collision between the floor and the walls. It’s like the physics enginge doesn’t know how to compute segments when they’re entangled. The result is sort of like a self explosion when I start the game. Each segment of the house is trying to break free.
It took me a while to figure out why the building would instantly “explode” and fall apart everytime I hit play. Is there some way to have Unreal to treat multiple static meshes inside a blueprint as one solid object?