Hi everyone,
Is it not possible, that the devs of the engine give us option to set number of triangles for decrease and increase in their sourcecode that you can have better performance by lower cpu’s?
You could use the LOD system, export Fbx to a modeling program, then reimport the lowest LOD back into the engine to use as a collision model. The LOD system is very good at remeshing and keeping a tight silhouette.
Hi dblzeero,
thanks for the reply,and how did i set the lowest LOD, in the model program?
Have try import as fbx in blender make a copy of the mesh using the decimate modifier to decrese faces triangles whatever reimported with this lower mesh as UCX_Colission but no effect, after reimport the engine caculate back convex hulls to lower collisons and their are even flat on each mesh.
You can lower LOD inside the any BP,Actor,Pawn etc under the HLOD section of the details panels
@AreWeGaming ,
I think to have my problem not speaking right sorr for that, what i mean is i have a handmaded planet and now search for a solution to a exact uneven terrain collision, have try it with use complex as simple but when i use, it cost a lot of performance when i fly with my ship near surface fps goes horrible down to 8-10 i think lod didn’t help for that.
That sounds like LOD because the whole map is at LOD 0 but when you fly away from one area it should go to LOD 1 , LOD 2 , LOD 3 etc until you cant see it anymore
Yeah, that’s right but i will also land on the planet and the lod’s comes back.
I know unreal engine love 12 core processor but iv’e only a 6 core ryzen 5 not so strong.
Then you need to change your view distance so it stops loading so much around you
Good idea will test this out but sounds like you think i have rendering problem am i right?
No its just loading to many things at once
I might have gotten confused on what you wanted. What I was saying is, if you wanted a less complexed collision model than checking use complexed collision, theres other quick alternatives. Checking complexed collision uses the models actual mesh (That or you check mark it, then choose the actual model. It’s been a while). That said, you can double click the model and go into the model editor screen. In the model editor, set up LOD’s, give it as many LOD’s to the point that it doesn’t break the models shape/silhouette. Then, place the model into the scene at (0,0,0). Make sure only that model is selected; go to file/export selected. Name it and give it a location, then the Fbx exporter will pop-up. The only thing you need to change is check mark LOD’s.
Fbx import the model into blender.
Plants are harder but they can be done too. Looks like the last LOD is a billboard, so I’m going to use LOD2. So, I select and delete all the other models until I have only LOD2.
To keep it short, I can now export it back into Unreal and use it as a collision model. LOD2 is kind of extreme, it didn’t match the form as good. To fix that, all I had to do was keep LOD0. Then in sculpt mode, use the sculpt move brush in Blender to adjust LOD2 model until it matched LOD0.
I also could have stayed in unreal, duplicated the model, made a proxy mesh, and used that proxy mesh as a collision model for a hi-poly mesh.
@dblzeero,
Hey you are a master it worked, so only way i have is to make experimenting with lod settings.
Thanks a lot, you are livesaver
I wish I was a master.
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