How to bring my walkable game floor into my model

Hello
I have a square land with two crossing street and a center block where my main game building is.
Fully imported with Datasmith via Twinmotion orginally built in Sketchup exported as fbx.
I am soooo happy that 100% of my huge model 50x50m real size like a city block all migrated perfectly to UE 5.4
I have 18 levels of floors over and underground and multiple stair cases connecting all in between.
The model is loaded into one level in the 1st person game mode.
How do I make the floors “walkable” by my 1st person mannequin?
I have the floor width and I have learned to increase the size.
But even I pull it over or on ground level my model streets and sidewalk disappear.
Can ANYONE A LIVE HERE in this forum direct me to one or more than one tutorials
addressing this question.
Sorry I am a newbie and I don’t know the right lingo to ask the right questions.
Do I have to go and select each floor surface/actor in my model
and make turn it into a game mode floor?
Or can everything that horizontal be turned into a walkable surface?

The idea to make 2500+ steps up and down walkable sounds very daunting.
How about a swimming pool do I need to to take the floor.

Also where can I find the plugin for VIVE Pro2 now since the new Fab
it all directs me to Github and Unity which I am NOT familiar at all with.
I have previously walked part of my model with my VIVE and it was a thrill
but since I managed to import it all I can’t connect UE 5.4 to my VIVE as I can’t find the plugin
Very frustrating the new FAB …Especially for newbie

Just because something imported, does not mean something imported correctly.

Do the meshes even have collision?

If not thats your first issue.

If yes, are they set to the proper collision channel?
World static is the one you want on static geometry.

Then, you also have to look at: do the meshes have the right normals?

And
Did they import with the correct UVs for lightmaps?

1 Like

Hello Thank you for your reply.
That is somewhat deflating my high energy
I have never done this before this is a first for me. I am NOT familiar with collisions yet
when I open the prop folder I see props that I do NOT have in my model
I guess they are from the UE original play platform maybe

Do I need to move my entire started content into props and delete the ones that aren’t in my model?
In the future there may be a limited number once I learn to create “collisions”
my space is dedicated to move around walking.
It is NOT intended as a shoot run and jump game rather a peaceful meeting space.
Now all I want it so simply walk around (even if I walk through walls at the beginning maybe
although unlikely as I can navigate open spaces.
I just was hoping for indication on how to expand the “game floor” rectangle in the foreground to extend into the building
Thank you

You just need to study up on how meshes for videogames are made is all.

Study up:
What are normals?
What are mesh normals?
What is a normal map?

What is a UV map?
What is a light UV map?

What is Texel Density and why do I even care?
Why is texel density important on lightmaps?

What is collision for videogames?
What is a convex shape?

What is an FBX?
How do I export an FBX?
How do I import my exported FBX correctly into X engine?
How do I include convex or box collisions in my fbx export?
How do I include custom lightmaps into my FBX?

Etc.