- the “use complex as simple” will use a per poly collision -> so in a way the model gets rendered twice. So it’s better when you somehow try to create a more basic collision
- do you mean how you can build the place + set it to night/day?
- depends on how you made your camera -> e.g when you use a character bp, you can just increase the walk speed
- you either place them by hand or use one of the foliage tools (foliage tool, landscape grass type, procedural spawner) -> when you want to permanently attach them (so that you can place the mesh + the foliage should be attached) you will have to create an actor bp and place everything in there
- Under Quick Settings drop down you’ll find a tick box for Allow Translucent Selection.
- yep, they should face the correct way to avoid problems -> just always check this before you export your mesh
- to get a good result you should always scale everything down/up -> e.g when you just scale the base colour/diffuse, the normal map wont look right anymore
- you could either place them with the foliage tool (then they will be rotated randomly) or create your own spawner
- you can use the ones from different demo projects which you can find in the learn tab -> otherwise take a look at the marketplace or create your own ones
- post process -> it defines the area where those effects will be displayed. So when the player isn’t in this volume, the effect wont be displayed – just add it to the playabel areas. The lightmass importance volume -> it should just cover the area where you want the best light quality