How to fix static mesh falling through floor?
So I havery this issue of static meshes that I import falling through the landscape when physics is turned on. I have searched here and Google and see many people have had similar issues, but I haven't seen this mentioned yet. This only happens to meshes that are set to using "Use complexcollision as simple." My meshes act correctly with any other collision setting. 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. Is this a UE bug or is there a fix coming for this soon? Perhaps a possible workaround that doesn't include having to set up complex collision in an exterior program?
asked Oct 31 '14 at 04:47 AM in Bug Reports
Yes this is a known issue that our developers are currently looking into and we hope to have it fixed soon. However, I would suggest not using "Complex Collision as Simple" unless absolutely necessary. It's a per-poly collision that is very expensive.
A workaround would be to use the simple collision that you can add in the editor and move and size them however you need to. You can create multiple versions of these simple shapes and essentially build your own custom collision.
answered Oct 31 '14 at 06:06 PM
TJ V ♦♦ STAFF
I'm afraid this is a (sensible) limitation of the physics engine. It does not supporting using a triangle mesh as the collision for a dynamic object, it would be very expensive, and is hard to calculate mass properties for etc.
answered Apr 22 '15 at 10:05 AM
in 4.19.1 still the same issue, or feature :) ? iam new in ue4, can i use the Projectile Movement for a existing static mesh(Tire)? if yes can anyone explain me how?
thank you in advance
answered Apr 17 '18 at 07:08 PM
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