I cannot believe there isn’t a way of doing in bulk. I have a CAD model comprised of hundreds of parts. There is no way I can do efficiently. is an absolute nightmare. There has to be a better way of fixing .
import one mesh and in the fbx import window disable auto generate collision. should disable that for all following imports. You may have to close the editor to be sure.
The collision will stay if you simply re-import your meshes. So the only way would be to delete your objects and re-import them or re-import with new file and then choose override settings. Not sure if the latter still works but deleting from content browser and reimporting will work.
Every time you have a new project it will create collision, materials and light maps until you disable it in the fbx import window.
@Przemek73 I believe you will benefit from the following method:
Use a Static Mesh filter or select all the static meshes in your imported car content folder, with all selected, right click on one thumbnail and choose “Bulk Edit Via Property Matrix”.
Under Body Setup you can choose collision options such as blocking type and complexity.
Does achieve the bulk edit desired?
Thank you so much. I did a run through all of my meshes as you suggested. No change. My player start has not changed and there still seem to be issues with collisions.
These are the settings I used:
Hi @Przemek73,
In the bulk asset editor properties, set Collision Complexity to “Use Complex As Simple”.
You currently have “Simple And Complex” set which will still keep utilizing your inaccurate auto generated simple collision meshes (represented by the purple wireframes in your views)
In regards to your Player Start, go to the top of your viewport and choose “Lit>Player Collision”, you likely will see some large purple shapes appear and I bet one of those shapes is blocking your Player Start. What is happening is your Player Start is trapped inside of an invisible mesh (a rogue, poorly generated, simple collision mesh in case) and your player can’t spawn because it’s trying to spawn inside a “solid” so to speak. You need to figure out what static mesh contains the offending collision that is blocking your mesh, go into the static mesh editor for said mesh, and delete that collision.
If that still doesn’t solve your problem, let’s dig in a little deeper on some specifics.
Thanks!
Thank you so very much for your patience and time in explaining the steps. I did it a long time ago, but never to degree. There were approximately 20 some odd parts that, despite changing the collision complexity to “Use Complex As Simple”, required manual intervention in the static mesh editor to totally remove the oversized collision. Not sure exactly what may have caused it, but I finally solved the. Once again, I greatly appreciate your help.
Wonderful! Happy to help! The problemed collision meshes may have been leftovers from a previous import of one/some of the meshes with auto-generate collision turned on but it’s just speculation at point.
You’re scene looks great!
got help thanks
it worked. thanks for the solution…
Thank you so much! It works for me