I’m trying to create a building with several modular elements (wall piece, corner piece, and the like). Depending on the size and complexity of the building, it could be composed of literally 100s of these modular pieces. I have a few questions regarding this design:
- Is this actually a good design for good performance? There could be lots of polygons that are never displayed (unless somehow this is accounted for in the modular pieces)
- For convenience I duplicate and group 4-6 wall pieces so it is easier to build large blocks of walls. Eventually there would be groups of groups for convenience. Are there any issues with this approach when importing this hierarchy into the engine?
- I could be doing something wrong but Unreal doesn’t seem to be importing custom collision when the main model is made up of lots of pieces and groups like I described above. For example, I have a group named House_01 that’s the modular building and a separate custom mesh called UCX_House_01 for collision. When I export these 2 objects and import into the engine, it seems to be ignoring the custom collision mesh (I tried House and UCX_House as well as House and UCX_House_01 as well to make sure I’m not using the wrong names). Nothing seems to work. The only way I got this to work is by converting all the pieces and groups making up the house into a single Editable Poly (House_01) and then export both the meshes. What am I missing here?
Any other useful information and pointers here would be greatly appreciated.