So I created a mesh in Maya and exported as an FBX file. Upon importing it into Unreal, my character walks on top of the entire object which means the collision is wrong. Watched youtube videos of people being able to set the complexity of the mesh collision in the object window. However that is not even an option for me, its not there whatsoever. So how do I change the collision of my imported object???
Hello waynechriss,
The Collision Complexity can be found inside the Static Mesh Editor, under the collision tab. You can open said editor by double clicking the Static Mesh Asset.
However, you should bear in mind, that setting the collision complexity on a mesh to ‘Use Complex Collision as Simple’, will use the Complex Collision for all Queries and Collisions, thus being way more computing intensive (depending on the poly count). And this option is only useful for static objects, because an object with the ‘Use Complex Collision as Simple’ option cannot be moved through force or velocity.
An other point I want to make is, you should split your Mesh into parts, i.e. the walls, and the ground into separate ones, as this is not only a better workflow, but has several other advantages, i.e. occlusion, collision complexity, modularity, and many more.
Hope that helps. Just let me know, If you still have problems, or questions.
Regards,
Vecherka.
So the reason that the use complex collision option is not appearing is because the fbx files I’m importing are automatically converted to brushes. Is there a way to make UE4 NOT do that and just import as a static mesh?
Otherwise, there is no collision complexity option under the collision tab of the static mesh editor. Nevermind all the talk about ‘use complex collision as simple’ I can’t even find the fundamental option you are stating.
Would you mind sharing some screenshots of the asset in the content browser, and of it in the static mesh editor? It might be that you export options are not set correctly.
By default fbx files are imported as static meshes, unless they contain skeleton data, then the import behavior changes (importing it as a skeletal mesh, and a rig).
So I fixed my issue. I was doing File > Import into Level, which gives a different result than the import button by the content browser. So yes I am able to find the collision options in the place where you said in the static mesh editor. Thanks!
Glad to hear that you were able to resolve your issue.