I’ve been banging my head on my desk trying to find a solution to this problem and google hasn’t turned up with anything.
I’ve got an actor that only contains only a ProcedualMesh Component and the construction script to create a simple box mesh but after enabling physics and gravity in the details panel it falls through the floor and generate the following warning in the message log:
Warning Trying to simulate physics on ''/Game/PhysicsTestPrototype/UEDPIE_0_TestLevel.TestLevel:PersistentLevel.02MeshTest_3438.ProceduralMesh'' but it has ComplexAsSimple collision.
The bool for Create Collision is checked and as far as I can see there isn’t an easy way of changing collision complexity in the blueprint editor, leaving me stumped.
I have the same issue as OP, and based on my knowledge of this issue, Maico’s suggestion is unfortunately not a good one.
If one is generating a mesh procedurally, it will not have a baked in complex collision mesh. (because it was not imported through the fbx mesh import system, it was generated by an algorithm, or player input)
Therefore the only solution I know of currently is to, “Use Complex as Simple Collision” and turn off whatever functionality you have that is attempting to use complex collision. *Unless there is some way (or some way added in the future) to dynamically add complex collision to a procedural mesh or to drive simulated collision using an event-based system.
Trying to simulate physics on ‘’/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.StaticMeshActor_UAID_244BFECC176DFA9D01_1221145952.StaticMeshComponent0’’ but it has ComplexAsSimple collision. , is my error, so I’m not even getting a mesh that I can goto and fix, so how do I fix this?
thx
Trying to simulate physics on ‘’/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.StaticMeshActor_UAID_244BFECC176D32C501_1716929997.StaticMeshComponent0’’ but it has ComplexAsSimple collision.