Edit: The difference is caused by the PhysicsAsset. When applied to a skeletal mesh, the PhysicsAsset is used to calculate bounds instead of the mesh itself because it’s faster.
[HR][/HR]
I’m noticing a difference between Persona’s approximate size and the physical size of a mesh in the game world. I’m not sure if this is a problem or if it will effect development.
What I did:
- Exported the example third person character from UE
- Imported it into Blender
- Created a new skeleton in Blender because it was not imported
- Exported from Blender
- Imported into UE
The original character’s approximate size in Persona is 399x66x298, while mine is 192x51x203. However, when placed in the game world they are exactly the same size. The scale in Blender is 1x1x1. When placed in UE the scale is 1x1x1.
Original - 399x66x298
Modified - 192x51x203
Comparison 1
Comparison 2