How to add collision to static mesh?

I’m trying to figure how to add collision to the static mesh but when i change the collision complexity, my character is still able to walk through it. Any help in fix?

(I already watched a tutorial that was suppose to help but nothing changed and I’ve used all the setting in the collision complexity)

hi…
use other softwers (maya ,blander,3dmax)to add colition outside

Hey @oAnubus
It doesn’t seem like you’ve connected your complex collision to the collision component. Other than that, all I can really suggest is the docs tutorial on how to set up the collisions, that’s usually what I refer to: Setting Up Collisions With Static Meshes in Unreal Engine | Unreal Engine 5.0 Documentation
I hope this can help!
-Zen

It appears you have a collision on the mesh… So in that regard, I believe you must change the collision settings when adding the mesh to the world in the details panel.

You’ll probably have to select in the collision settings to physics and query or something along those lines I’m not at the PC to look, but I believe if it’s not running query it’s just ignored. Tinker with those…

Also double check that the collision channel on your pawn is blocking the channel that the mesh is using as well.

This may have work but theres a bit of an issue. The static mesh is already placed into my level as foliage. Would i need to delete them and then replace them in order to take effect?

Also would changing this help?
image

Well, I believe you can edit the collision settings in mass by selected the specific foliage in the world outliner and changing the settings with them all selected.

If you used the foliage tool you should be able to select the whole mass of foliage and do the same.

Or you could do them individually by going around one by one and changing it that way, but it could take you forever if you have a lot of them placed already.

P.s. Also collision handling wouldn’t have anything to do with this aspect of collision. Thats only when the items are spawned into the world and you don’t want existing collisions to interfere with each other when the pop in and explode off screen or something weird.

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thank you very much for the help. This did the trick perfectly!

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Awesome! :sunglasses: