Removing Collision - Landscape

Hi, I as wondering how to remove all collision on a Landscape. It is to be streamed and will be a background Landscape. Too many poly’s too be used as a imported mesh. The only thing I see in the editor is the “collision mip level” set to “0”. Can it be done with those settings? Or script removed from the C++ code for the created landscape would be nice.

Bumping this thread. I ran into similar issues.

I am trying to make a large 8k landscape work, however I found out that the collision has a huge impact on memory. Increasing collision lod level drastically reduces memory load, however the imprecision that causes for the collision near the player is too big for me to have (I have items you can drop, very obvious when they float or fall through the ground).

I was wondering if one or multiple of the following possibilities are planned or could be considered:

-Being able to remove collision per landscape component, so that distant components can have collision removed.
-Or even better, some form of improved collision that automatically disables and unstreams collisions of landscape components not near the player/sets all far away components to a specified lower lod level.

I am aware that I can stream components within streamed levels I believe, but then I wouldn’t be able to view the whole landscape at once either.

I find separating mountains into a no collision mesh greatly improves performance. If you have a s.meshes surrounding the player far off in the background that looks like the landscape for streaming would require major work(Obviously fog or a view max distance would be needed. The work would be extensive.
I agree this would be a great feature, I am using smaller levels for my next multiplayer project so no problems there…anymore!!

Actually it does say it can be streamed at the very bottom of this page. I have never used it because I use small Landscapes so far.
https://rocket.unrealengine.com/docs/ue4/INT/Editor/Tools/Landscape/index.html
“The collision and render components for distant landscape can also be streamed out using the level streaming system”.

Yes but you cannot stream in only the collision or only the visual landscape, so when you have a large landscape you’d still have to stream in all sub levels to ensure you can see the entire landscape in front of you (say you stand on a mountain top for example). That means you’d still have all that collision data present?

Unless you can make levels unstream if they are behind you/out of view frustrum. I have not tried that. That would cut it by 40% or so at least.

Hi Kevin,

I have investigated this issue and it would appear that there is no simple solution to landscape collision. The mip levels do not affect the collision in the way you are hoping. I have created a feature request for landscapes to have the same kinds of collision settings as static meshes. This post is referenced in the request.

Until then, a work around would be to select the landscape, export it as an obj, import the obj in a 3D modeling program, export as FBX, then import the FBX of the landscape as a static mesh and give it no collision. I hope that this helps.

Thank you,

Alexander

Ok. thx. I will have to cut into parts and fig. out how I’m going to paint it…

Bumping this.

We are facing the same problem but from another angle where the workaround suggested is far from a solution.

We are using Houdini Engine to edit our terrains inside the editor. Houdini generates a new landscape each time an edit occurs, we can end up with a lot of landscape on top of each other before pinning down the final one, so in the meantime, we cant test our levels because a lot of landscape collisions are messing with each other.

There is a probably workaround using Houdini Engine, but is also far from an ideal solution.

It would be really useful to have the collision behavior like for static meshes (if we guide ourselves from the details panel it supposed to be that way).

Thanks.