Interior rooms collsion detection problems...how to?

Hi to all .i’m making some experiment to learn UE4 and I have some trouble about collision detection for indoor rooms

I have some assets packages bougt in many years and I used them into fps creator and unity without problems…

Specifically I have scifi low poly corridors from dexsoft

://www.3dmodels-textures/store/Sci-Fi-models/SCi-Filow-poly

I’m triing to import them and after some troubles I imported them

I opened original fbx files in 3ds and simply exported them as fbx 2013 format , after I converted all textures to tga and imported them too… after that I created all materials and applied them to fbx imported models … (is there a way too short to acheive same resutls??)
I had some troubles with lightning due to some overlap issues but after I created a 2nd uv channel into UE all works fine and all models are correctly displayed…

BUt I noticed that I have problems with collision for my models because all models havent a collision and if I attempt to set a collision from UE editor, all options doesnt work fine due after I set a collision I cannot enter into any room from doors or move into rooms itself…

how can I solve that???

thanks in advance and sorry for my bad english

Here are 3 ways how you can create a collision: The 1st or 3rd way are the ones for your case :wink:

thanks
I see your video but apart last method in UE static mesh editor I not found a good solution to my problems due after I set collision complexity to : use complex collision as simple I have a good per mesh collision and playable model but not very well collision as I need

about first method I dont know what software models were done but I tried to import models unchecking “One convex hull per UCX” in the import window but the result is the same…

in other words complex collision is a good solution but how can I improve that??

thanks again

leon

As far as I know there is nothing better than the “use complex as simpel”, because this way really takes the model as the collision mesh :slight_smile: For the first way you can use 3ds , blender, maya,… it works the same in every modelling program.

Where exactly does the collision fail?

in generale, with using complex collision as simple all works fine but into rooms corner it seems it lack a bit… btw it’s ok for now…

a new problem I noticed is that models seems have onlty internal meshes and collision (this even before I managing with collision) due if I watch models from outside them I see the interior of te model and it doesnt have any external mesh applied to it…

infact in “play mode” I can enter the model trought walls if I’m outside the model and I see into it…but if I launch my level inside the model all works fine and I can see materials/textures and collision works properly…

in 3ds model is displayed correcly and it have external textures applied to it… but when I import it external meshes/textures dont come with it…

any solution…???

You can avoid looking through the mesh when you turn on “two sided” in your material (but this wont fix the collision problem) -> then the textures will be displayed on both sides or when you create a “solid” mesh. People especially use backface culling for interior levels to save some vertices/tris -> ?v=R7lVgCxCa-0