With a small mesh the offset is about 4 units but with a taller mesh like the mannequin it s floating more like 10 units.
Creating a floor mesh unreal.
I have a simple actor that only has a static mesh and after i set it to simulate physics it drops through the floor.
Thanks for the heads up zuestiak.
Causes the mesh to float.
How to set up collision.
I ve tried replacing the default scene root with static mesh since i think it does change something but to no avail.
However you can create static meshes from the basic geometry you found in the editor.
Setting collision to blocking all doesn t help at all neither does turning on ccd.
Then import them into ue4.
I ve tried with multiple meshes and it appears that it depends on the height of the mesh.
A how to series that will help you learn the basics of using the static mesh editor.
Unreal engine 4 documentation unreal editor manual managing content content asset types static meshes static mesh how to.
Using content browser search for a static mesh.
Hope epic add collision volumes to instanced meshes in an update but in the meantime i ll just wrap my instanced meshes in a collision volume.
Thats right you have to reassign the material inside unrealed but unreal need moore than just a diffuse texture.
And now is the time where the tutorial writer goes oh and before that you should.
So in your generic browser in the same package as you place your mesh rightclick and select new material.
You need to create those meshes in third party software like blender 3d max or maya.
The problem is though that the other settings make collision too far away from meshes or block open spaces a character needs to pass through.
I ll look into that.
Well in terms of polycount you are better with a regular plane 100x100x0.
This only happens to meshes that are set to using use complexcollision as simple my meshes act correctly with any other collision setting.
Auto align floor to mesh causes floor to align well below the mesh.
However this might cause all sorts of issues later on you may get light leaks weird calculations of distant mesh fields if you use them or collision errors like objects or the player falling through the surface depending on how you setup your collisions.
In unreal we have to create a material.
Guess i could even model a low poly version of the asset and use that as the collision volume like you could in udk.
Is this a ue bug or is there a fix coming for this soon.
Ue4 is not for creating meshes.