Hey guys, I am having a problem while creating a map inside 3d editor and exporting it to Unreal engine. Well, I will try to stay straightforward and explain as easier as possible: the map is closed, let’s say it’s a sphere and all action is handled inside of it. No sky, nothing. I tried exporting with all tags for collision model, tried to flip normals, tried to set various settings in engine, but still whenever I run the game the character appears outside the sphere. I am also adding a picture, pardon for rough sketch. Anyhow maybe someone could explain/give pointers what to do. Thanks.
-when you have created your collision in the 3d program → make sure to disable “one convex…” in the import settings
-take a look at this video: https://www.youtube.com/watch?v=TTsAYpqHU-c → use the “use complex as simple” collision
-how exactly does your mesh look like? (double sided geometry,…)
-what happens when you place the player start into the objet + press play
Thanks for so fast response :).
- Will try it, but I’m not sure if there is such an option in 3dsmax fbx exporter, but I will check it.
- I did follow that, but still had the same problem (check 4)
- No, just imagine a simple sphere and all action is handled inside, using the same sphere as a collision.
- Well, the character is being pushed outside the mesh (as it displays in the picture) and you can’t get/fly inside to the mesh.
You have to create a double sided geometry to get it working -> then you can use “use complex as simple” or you have to add UCX collision boxes (dont just copy the mesh)
When you still want to use one sided geometry you have to create your collision like that (red = the original mesh grey = the collision boxes):
Thanks I will try that, but the thing is the mesh itself is quite complex as in the game you can fly around and boxes wont work :). That’s why I said ‘sphere’. But I will to copy the ‘sphere’ (then optimize, of course) and then split into various collisions, because there are many things actually within the map (sphere)
Thank you, fighter5347! Since my mesh was very complex (like some cylinders were connected from ground to the top and etc.) I just seperated the collision mesh into various 5-6 pieces, as like side,top, ground and etc. and when imported, selected like you told “use simple as simple” and … it worked!!! Thank you so much, really appreciate your help. Regards.