i made a big static mesh, Its supposed to be a floating rock with a cave inside. I made a simplified version of it for collision and named it UCX_bigrock. In the world its floating so i couldn’t have just made it out of terrain. The issue is UE4 deletes the cave part. it keeps the custom collision i made, but it just stitched up the opening for the cave and now its a flat surface. There are no holes in the mesh, its like if you took a play dough cube and pushed your finger in it, its still intact, theres just a cavity in it. i could understand why you wouldnt want this if you were say making a vase or an open box but this mesh is big enough for me to walk around on. i can see the entrance and everything but its closed up. if at all possible, how can i make ue4 keep the collision mesh i made, as is?
- make sure that you have disable “one convex hull per…” and “auto generate collision” in your import settings
- just use a per poly collision → in the static mesh editor in the details panel set the collision mode to “use complex as simple”
Oh that’s what use complex as simple means! I’d been wondering about that.
Thank You! Works perfectly