I created a 12 sided die Dodecahedron in Blender, and am importing it into unreal. But the collision isn’t the same as what I expected. What am I doing wrong here? I’m still learning unreal and blender so be kind
In the unreal editor, this is what the Player Collision shows for my shape’s collision. Which is clearly wrong. I think unreal auto imported/generated this somehow. I thought I was going to use unreal to use this mesh I generated in blender as the collision. How do I do that? I’m really confused.
One can also import a mesh as collision. Complex-as-simple would be my take here as well, but if he already has the mesh, don’t rely on Unreal to generate collision, import the mesh again but AS collision, then assign to the original?
I am trying to avoid Use Complex Collision as Simple because the internet says it’s not ideal to use. I changed my name, how’s this one?
What you’re seeing in that debug view is the simple collision that gets auto generated for meshes.
Thanks, I didn’t know what that was. Yeah It turns out it was auto generating that mesh, when In fact the mesh I imported was the one I wanted it to use, but I didn’t know how to export from Blender because I’m a noobie.
I tried doing that but I wasn’t sure how. Sorry forgive my newbie ness.
One way I learned to import my shape as the actor and the mesh is as follows.
In blender
1.) Create the shape, name it MyShape.
2.) Duplicate it, and rename the duplicate to be UCX_MyShape.
3.) Select both layers, Export as FBX, Export only selected, type mesh.
4.) Then when you import into Unreal, make sure it doesn’t auto generate collision. That box should be unchecked.
Poof it works perfectly as expected. I didn’t realize I needed to do the UCX part. Magic.
I’ll admit, '“Just enable complex collision” is the ‘quick and dirty’ way to get a the result, but using the UCX_ method, you’ll be able to have ultimate control. In the end - a high-poly (with a lot of geometry going into the bevels) is better served with a simpler collision primitive.