How to build a cylindrical world like in Elysium, the O'Neill Cyl. or Stanford Torus?

Hi,

I would like to build up a world like a space station that is basically a huge cylinder.
Some impressions: https://www.google.de/search?q=o'neill+cylinder&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiV4_jvoIzOAhVE1ywKHTJDDbQQ_AUICSgC&biw=1795&bih=1046
https://www.google.de/search?q=o'neill+cylinder&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiV4_jvoIzOAhVE1ywKHTJDDbQQ_AUICSgC&biw=1795&bih=1046#tbm=isch&q=elysium+cylinder
Now you should know what I mean :slight_smile:

For that I created a floor at about -3000m in z-direction (so it’s very deep down :-))
But the character spawns just about 50 meters unter the original position, so I’m not able to go down that deep.

Does anybody know what I mean?

Were you ever able to figure this out? i am also on the hunt for a tutorial on how to make this work.

What if you disable gravity entirely, and have a collision volume within the entire cylinder that applies a force/impulse on all actors away from the center of the cylinder on Tick? That would sort of act like gravity, and would push everything toward the inside of the cylinder… I feel like that might make jumping or animations in general look weird, but that’s just a wild guess lol

I had the same problem and overcame it by creating the hollow cylinder in a 3D app (in my case 3ds Max) importing it as an fbx file and assigning the collision as “Use complex as simple” in the Unreal Editor. Easy Peasy!