Merge actors: no collision?

hi. i can merge actors. the actors have collision imported from 3ds max (UBX/UCX pipeline). the merged actors don’t have this collision. is there a way to merge actors with their collisions merged as well?

thanks.

More than likely this is just a limitation of the system as it is. It is still an experimental feature so there are limitations or other issues that can be present.

You can always export the mesh, create the collision mesh and reimport or you can use the built in collision options in the Static Mesh Editor.

Collision in UE4 is a pain, sorry to say! why you can’t use polygon collision, like it is in most other engines? Example the good old Torque engine. There i could just use a normal mesh as collision. And no it don’t affect the fps much there, also if you have a 15x15 km landscape with 10 villages and a ton of collision, it run well.
May some one know how it can be done better, as just using closed convex hulls?
Hopefully UE4 geting a better collision system as that yet.

thank you for your answer. it’s appreciated.

Hi GAME3D,

You can use per-poly collision for non-dynamic objects by opening the Static Mesh Editor and in the Details panel set it’s collision complexity to “Complex as Simple (Per-Poly)”.

The documentation here, which you may have already seen, covers setting up collision in UE4 inside the editor.

If you need more accurate Collision you can always create custom collision inside your modeling application from multiple hulls, and then when you import uncheck the option for “One Convex Hull Per UCX”. The in-editor option for Auto-Convex collision can be very helpful too. This was updated in 4.8 to use a more accurate method as demonstrated in the page linked above.

Use complex as simple doesnt work with merged meshes… Any idea why?

*update

That link has an answer for now.

It seems that with 4.10 “merge physics data” takes into the existen collision mesh(es)