Import Collision For Large Blender Terrain Import

Is there a way to get precise collision on my blender sculpted planar within Unreal for getting the collision to match up with the rendered mesh?

I have a requirement where I do not want to use heightmaps for world creation and instead want to sculpt a plane within blender and import that as my terrain. I believe I was able to achieve this during the beta phase with a convex object but not a planar one. I’ve tried using a sphere or cube as my base and still having the same issues using a variety of settings for import and on the object.

I thought I had this perhaps working at one point during the beta for 5 but am left scratching my head at this point.

I’m able to do an import into Unity and having physics work as expected so any help in this problem will increase the likelihood of me converting :slight_smile:

Collision works one of 2 ways.

  1. trace as complex. Uses the mesh to derive collision data.

  2. simple, uses boxes, spheres, capsules, and convex.
    You define these in Blender with the proper suffix (check docs on fbx). You have to put them into an empty, like LODs, and use an fbx export plugin that supports this - like mine for instance (though it is undocumented).

For a complex terrain, you can actually sculpt the terrain in engine, and generate the impostor mesh in engine. That way the simplified collision for it already exists.

Alternatively, I guess you have option 3.
Let the engine try to Generate a simple collision based on a number of verts and boxes.
This will never be accurate enough to walk on a terrain, but if you are making something where the accuracy isn’t paramount it can work allright wile offering some memory savings.

My 2c:
Clean project named projectyoumake_Landscape. Sculpt/work just the landscape. Generate impostors.
Move impostor files to the real project.

The process bakes down the terrain paint too, so you can have a ton of complexity and 2fps, but end up with impostors that perform like a regular mesh anyway.

My requirement is to not use the terrain feature of the engine as it only supports a heightfield data structure which does not play well to the artistic expression of a sculptor.

I’m not sure if this corresponds to option 1. Attached is part of the settings / import…

Turns out I needed to select Collision Geometry > Complex and all worked as expected. Thought I tried setting this but must have missed another step or something. Thanks for the help @MostHost_LA I can make the switch back to Unreal ez pz now :sunglasses: