Collision Mesh being ignored can someone tell me what i am doing wrong?

Hi,
I am working on a floor plan. I created the plan with polys, then created the collsion mesh naming it UCX_name then selected both and exported out as the one static mesh. But I still get the bad size error with the player controller. Not sure what I am doing wrong any help would be greatly appreciated. The blue mesh is the collsion, the gray is the static mesh.

are you already check the colliosion mesh in the static mesh editor in unreal?? maybe the problem lays in there. from my experience you always can use static mesh settings->collision complexity->use complex collision as simple to generate the collision for mesh.

are you already check the collision? i mean is if you had already using your own collision that you described before, i think that you had to check your own collision first, if it not read properly i suggest to, just get your mesh without collision. and use the use complex collision as simple

Hi,
Yes, I tried that setting but that did not correct the problem I still keep getting the “Bad Size” error.

Your post seems to indicate that you only have one collision mesh. UCX_ represents a convex collision mesh and your floor plan is very concave.

To properly create convex collision for a floor plan such as the one pictured, you will probably have to create separate collision meshes for each wall.

Ok, took your advice about collision meshes for each wall. The collisions do show up in the editor now. But I am still getting the Bad Size error for my PlayerStart and continuing to drop through the floor.

I have tried every option under collision complexity and same result. Any further advice would be greatly appreciated as I really need to figure this out so it doesn’t happen in future projects or if it does I know how to fix it. Thanks in advance.

That looks a lot better collision wise. What happens when you remove the walls altogether? Or when you spawn away from the walls and walk towards them?

You have to make sure your initial spawn location is unobstructed, otherwise you get this bad size error.

Try visualizing the collision geometry in the viewport to find out what is obstructing the spawn. Maybe your obstructed by another object somewhere that has collision geometry that completely doesn’t match the visual model.

Finally try moving your playerstart up to a safe spawn location and then press “end”, this will drop the playerstart down until it reaches a safe base to stand on. (Can be used with any actor btw.)

Ok, after deleting assets one at a time I noticed I had two blocking volumes which I have no idea how they got there but I must have done it inadvertently thank you all for helping me troubleshoot this!