The problem is, Blender uses quad, UE uses tris. That’s the root of the problem…
Yeah, it’s an automated process, unfortunately. This will work fine, and nobody every sees it… :-\
It bothers me to no end that whenever I import a simple convex primitive as a collision for mesh in ue4, it always manages to mess it up!
I even went as far as experiment to see if it’ll be better if I manually check and triangulate every single face to make sure everything is convex. Doesn’t matter.
Here’s an example, from a collision I imported just now. A 12-sided convex cylinder with 1 loop in the middle:
Import in ue4, a-a-and its all screwed up with extra edges for no reason:
Let’s try a different variant. Two simple 12-sided cylinders with a gap between them:
Let’s see it in ue4. Its screwed up again, but even worse:
That happens to every simple convex collision mesh I import.
Is there a way to fix this mess? Maybe I’ve been doing something wrong this whole time?
I’m using Maya. And I tried to triangulate. It changes some things but ue4 still manages to screw it up in different places.
I know, but additional edges on collision makes performance worse, does it not?
Even if its just a tiny amount; take into consideration that it f*cks it up for every single mesh, some more than others, and it potentially could add up for the entire scene.
At least that’s what worries me.
Basically, no. Not unless you’ve got a lot of very hight poly meshes, which are 20k+ polys with ‘use complex as simple’ set.
I recreated it in Blender and it’s exactly what I expected it to be:
Maybe your UCX shape has double vertices or something?
The vertex count is fine. I didn’t even do anything extraordinary with the collision mesh. I just created a cylinder, set sides to 12, added a loop in the middle, and tweaked the XY scale of each loop to match the geometry of the pot.
It must be something else…
Ok, I figured out what was the issue.
I had this option turned off in the import settings. And without it, UE4 does some random garbage when collision is imported.
Thanks to everyone who tried to help!