I get this error “Trying to simulate physics on ‘’/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BP_BuoyancyBoat_C_UAID_18C04D634EC0D6E101_1645117428.StaticMesh’’ but it has ComplexAsSimple collision”
I want to have buoyancy on rowing boats in the water that the player needs to jump onto to cross over.
Is there a way I can have the boat look like its floating by interpt to movement? I used that for wooden crates moving up and down in the water but unsure if I can have them looking a bit more realistic with that or not?
I would solve this by making a simple collision for the boat. That seems like the most strait forward best-practices kinda way. Is there any reason why you need to use Complex as simple?
To create a simple collision, naviagate to BP_BuoyancyBoat in the content browser and open it.
Visualize the collisions by clicking “Show” near the top-left and click the check boxes for Simple and Complex collision.
Click the “Collision” Drop down near the top left. You’ll be presented with a number of options such as Add Capsule Simplified Collision and 26 DOP. Sorted by most performant to least.
Click 26DOP. then, In the bottom right there will be options such as ‘Hull Count’, ‘Verts’, and ‘Precision’. For now click apply in the bottom right. Click save in the top left.
You may need to do some error driven development to get the boat to float the way you want by modifying the collision, but first remove the previous collision by clicking the Collision drop down and selecting remove collision (this will only remove the simple collision which is good). Modifying the ‘Hull Count’, ‘Verts’, and ‘Precision’ will give different results.
For a more preformat solution try adding a few Capsule collisions instead.
Op wants a per poly collision for “reasons”. He might be making a shooter game and he wants players to be able sit in the boat and still take hits to feet by shots going under the seats.
Same would apply to vehicles (cars/trucks). Shots coming through windows should hit. Especially if there’s no glass. So you either enable per poly collision on the skeletal mesh and do complex collision as simple. Or you do custom UCX.