BSP Room to Mesh

Hello,
I’ve read the discussions about converting BSP’s to Meshes.
I use BSP’s to create a room(two cubes, one additive and one subtractive). The thing is when I create a mesh of it and apply collision the subtractive brush is not responding the collision. Do you convert rooms to meshes or what is the way to do it right?

I’ve lowered the graphics settings in scalability now the game run’s smooth but I afraid that, since I have lots of those brushes and rooms the game is not optimised. Maybe i should create levels to adjust and partition the map

Can you take a screenshot of what it looks like.

Ok so what’s happening is that collision made of one mesh cannot be made concave or hollow. When you convert your brush to a static mesh you will have to use the Box Simpified Collision to block out your walls and floor. You can, move scale and rotate collision inside the mesh editor.

Have a look at this image from the UE4 Docs website. There are 3 sets of box collision. 1 for each of the steps. You need to do this for each of your walls.

https://docs.unrealengine.com/latest/images/Engine/Physics/Collision/Reference/COLREF_collisionMenu.jpg

Thanks for the information.
The problem is, I do not create 6 walls to create a room: I create two cubes inside and subtract them. Now I guess, according to what you say, this is not the proper way to create a mesh from BSP’s.

I will create walls out of BSP’s and apply collision but what about the doors? Still I won’t be able to create subtractive surface through those meshes and use doors.

And my last question is. Does converting the BSP’s will affects the graphical performance of the game because now I’m having some performance problems and had to scaled all the settings to LOW.

Thanks