Player Character falls through the floor of Medieval Dungeon

Hi

I’m almost done wrapping up another tutorial I’ve been following and I’ve migrated all my content/assets/blueprints into the free Medieval Dungeon environment that was on the Marketplace. However, I have a small problem. Whenever I hit play, the character falls straight through the ground.

I’ve set the Game Mode to my created ThirdPerson template and the character has collision enabled. The collision settings look the same as what’s set by default in the third person map. I’ve also opened the character’s Blueprint and changed Auto Possess Player from Disabled to Player 0, but the same thing happens.

Any help would be greatly appreciated. Thanks.

Under the collision section:

  • Is the collision preset set as Block All?
  • Is a collision mesh assigned?

If you want to use the shape of the mesh for collisions, enable custom collisions and select the option to use complex collision as simple for the assigned collision mesh.

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For an individual floor piece in the Outliner? The Preset is set to Default. However, if I load the Static Mesh, it is set to BlockAll.

I’ve enabled Custom Collisions and set Complex Collision as Simple and that’s fixed it. :smiley: Thank you so much.

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Thats not a solution. What you did is the worse possible thing you can in fact do; look up Ark Meshing for an explanation as to why.

Go back to the drawing board.

Open up your mesh. Withing the panels find the collisions.
For a simple floor tile - set the values to 1 poligon with 8 verts and click generate - or just manually add a collision box and set the size of it appropriately (boxes cost less performance wise).

Ensure the collision is thick enough for the smallest object you want to support at its maximum travel speep (general rule of thumb is at least 10cm thick).

With that, you now have collision set up.
All you need to do is assign the object to the correct collision profile.

A floor tile is likely just WorldStatic.

Thats it.

Once you push the tile into any level from then on - unless you mess with the tile’s settings specifically - it should automatically just work.

If you are making your own geometry, look up how to export UCX and UCB along with your FBX so that you do not need to babysit the engine’s collisions upon import.

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I assumed that OP’s “dungeon environment” was not just a flat floor.

May I ask if you still think that complex collision as simple is a bad thing to use for that case?

It is - the engine has clear issues with it.

Fine for single player stuff or if you don’t care about people being able to fall in or pass throguh.

Never fine on multiplayer based things.

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Ah. I see. Okay. I mean, for the purpose of this tutorial, it shouldn’t be much of an issue as I don’t aim to turn it into a multiplayer game, but I’m all for learning how to optimise. I’ll try what you suggested.

Also, is there a particular documentation your referring to regarding Ark Meshing. Because a Google search is turning up results for Ark Survival Evolved etc. :sweat_smile:

I’m really not sure I’ve done it correctly. I can’t find the options you’re referring to about setting the values to 1 polygon with 8 verts. Nor how/where to assign the object to the correct collision profile.

Adding a box collision to the Static Mesh seems to have worked though.

That pos of a game is made with this engine using the exact same setting you used.

You probably have the collision generation pannel hidden. Try looking up your window options to bring it up.

Also you do have simple collision (the green halo) it could maybe stand to be thicker. But its there.

That’s good enough that if you set the mesh to the right channel things will just work.

Collapse primitives (since its good to go), you should see channels and other options in there.

The right channel…?

I did put the Z extent to 10. Aren’t Unreal’s units the equivelant of centimetres? I figured that was 10 centimetres.

But no, I’m not seeing those options. These are the only ones I can see under Collisions:

In fact, after loading the project up on my laptop, and had to go through the process again, the collision is no longer working for some reason. :-\

Also, after adding a box collision, adjusting the settings, and then saving, once I close the Static Mesh and re-open, the collision appears to be gone. There’s no green outline anymore. Adjusting the Z scale doesn’t do anything.

EDIT: Weird. Closed Unreal and discarded the changes made and now the collision is working again. I still no longer see the green outline though, but its on the mesh.

Collison presets > dropdown and select the correct preset (world static).
No need to customize it unless you are doing so for a specific purpose.

Yep, it’s set to World Static.

Also, I managed to figure out how to see the box collision again by going to Show > Simple Collision. :slight_smile:

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